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DEMIURG WARHOST

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DEMIURG WARHOST

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Codex: Demiurg Warhost2

Wrien and Compiled by: Richard I. Fogarity

E-mail Address: [email protected]

Website: fog99uk.blogspot.com

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3Codex: Demiurg Warhost

Introducon Page XX

The DemiurgAncient History Page XX

Age of Founding

Age of TradeAge of Wars

Age of Rediscovery

Age of the Imperium Page XX

The Homeworlds

The Leagues

The Guilds

The Ancestors

  Page XX

The Age of Betrayal

Age of Renewal

Age of Retribuon

The Demiurg Race

The Ancestors

The Siege of Gamoran  Page XX

The Clans Page XX

Clan

Support Formaons

War Machine Formaons

The Stronghold Fleets Page XXStronghold Fleets

Demiurg Ship Classes

Trade & Treaes Page XX

The Imperium and the Mechanicum

Orks and Eldar

The Tau Empire

Others

Forces of the Demiurg Page XX

Ancestor Lord Ruairi RedmaneGuild Lord Donald son of Ragnal

Warlord

Living Ancestor

Lord

Guild Engineer

Hearthguard

Hearthguard Support Squad

Ironguard

Bale Robots

Crusader Reconnaissance Group

Warrior Clan

Enforcer Clan

Miner ClanKroot Carnivore Kindred

Guild Bike Squad

Guild Trike Squad

CONTENTS

Iarann Iolair Gyrocopter

Iron Hawk Gyrocopter

Thunderer Clan

Support Weapon Baery

Tarantula Sentry Group

Cu Sidh Bale Tank

Cait Sidh Tank DestroyerSpartan

Termite

Wargear Page XX

Weapons

Vehicle Armoury

Armour

Other Equipment

Living Ancestor Spirit Powers

Creang a Demiurg Warhost Page XX

Demiurg Army List Page XX

HQ 

Elites

Troops

Transports

Fast Aack

Heavy Support

Summary Page XX

Contents

 Demiurg have long memories and never forget anact of treachery or a broken promise. The relation-ship between the Homeworlds and the Imperium wasalways strained, and the history of the two peoplesis studded with bouts of war and ill-feeling. Demiurgare not diplomatic by nature, their brutal mannersand fierce tempers do not always inspire confidencein men. Eldar regard them as little more than beastsand only barely preferable to Orks. But the Demiurgcare little for the effete ways of men or the or the

mincing delicacies of the Eldar. Demiurg are robustin body and bluff in manner, and consider other races fragile and lacking in good, honest Demiurg virtuesof comradeship and directness.

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Codex: Demiurg Warhost4

Warhammer 40,000The Warhammer 40,000 rulebook contains the rules you

need to ght bales with your miniatures set in the war-torn

universe of the 41st millennium. Every army has its own Codex

book that works with these rules, allowing you to turn your

collecon of miniatures into an organised force ready for your

games of Warhammer 40,000. This Codex everything you need

to know about the Demiurg.

Why collect a Demiurg WarhostThe warriors of a Demiurg Warhost are not simply soldiers

employed to ght wars on behalf of their superiors. Every one

is just another survivor of a shaered race. They rely on their

stoicism, duty and honour to see them through to victory, sup-

ported by advanced weaponry and massed arllery barrages.

One of the most appealing aspects of the Demiurg is their long

and relentlessly harsh history and the bier animosity it has

caused with the older races of the galaxy.

How this codex worksCodex: Demiurg Warhost contains the following secons:

The Demiurg: The rst secon introduces the Demiurg and

their place in the Warhammer 40,000 universe. It includes full

details on their history; the dening events that shaped them

into what they are today.

Forces of the Demiurg: Each and every character, troop type

and vehicle in a Demiurg Warhost is examined in this secon.

Firstly you will nd a full descripon of the unit, describing its

role within the army and its specialist combat abilies. Sec-

ondly you will nd complete rules for the unit and details on

any unique skills, wargear and abilies they can use in pursuit

of vengeance against those who abandoned them.

Wargear: This secon contains full details of the weapons,

armour and equipment used by the soldiers of a Demiurg

Warhost.

Creang a Demiurg Warhost: This secon contains photo-

graphs of models used for the various units in the Demiurg

army as well as colour schemes for the various Stronghold

Fleets.

Demiurg Army List: The army list takes all of the units pre-

sented in the Forces of the Demiurg secon and arranges them

so you can choose an army for your own games. Each unit type

also has a points value aached to help you pit your forces

against an opponent’s in a fair match.

INTRODUCTION

Introducon

 Do not underestimate the Demiurg. They survived for millennia cut off from the Imperium and assailed from all sides. Their determination and resilience is

an example to all.

 Leman Russ Meditations on Imperial Command, Book XVI 

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5Codex: Demiurg Warhost

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Codex: Demiurg Warhost6

The Core

The core of the galaxy hosts a black hole millions of mes

more dense than Sol. Ringing the black hole is an accreon

disk of maer heated to immeasurably high temperatures by

the forces exerted by the black hole. The maer of the disk

is slowly drawn from a ring of ancient stars born in the early

ages of the galaxy’s youth. The red-hued stars of this inner ringare numbered in the thousands. An outer ring of colossal stars

brought into existence in the recent past, but sll long before

any of the races currently inhabing the galaxy.

The planets of the Core are many and varied; from gas giants

to molten metallic spheres. Amongst the planets of the Core

are numerous mineral-rich desert worlds. The gravity of these

worlds is great; usually two or three mes that of Terra and

somemes more. These huge worlds are rich in minerals but in

all other respects barren and lifeless. Those that orbit the an-

cient stars are shadowy, sombre places while those that orbit

the young stars have surface temperatures so high of the lightside that the rocky surface melts into a hemisphere spanning

sea of lava. All of the worlds of the core are inimical to plant

life so impossible to terraform. Barren, cheerless and inhos-

pitable, it is hard to imagine anywhere less likely to nurture

human existence.

The Age of Founding - 20,000 AD

The history of the Demiurg begins with the Age of Found-

ing. Although unrecognizable as such the Demiurg race were

once human. During the period known in the Imperium as

the Dark Age of Technology when humans spread throughout

the galaxy from Terra, the rst human colonists reached the

worlds around the galacc core. Here they found vast mineral

wealth including compounds smelted in the furnaces of dy-

ing suns. They discovered strange substances formed at the

galaxy’s birth before the stabilisaon of the laws of physics.

The discovery of these almost limitless resources came at just

the right me, for Terra’s own mineral wealth was by now long

exhausted. The exploraon and exploitaon of the galacc

core became imperave for mankind’s survival. Thousands

of specially adapted spacecra were dispatched to reap the

harvest and with them went hundreds of thousands of miners,

engineers and explorers. Soon the galacc core became the

most densely populated part of the galaxy.

The original colonists were hardy miners and explorers, tough

froners folk who dreamed of nding fabulous wealth and

returning back to Terra. They dug homes for themselves in the

rocky landscape, creang self-contained communies from the

tunnels and load chambers of exhausted mines. Although huge

cargo ships brought food with the colonists, the only way to

feed the growing populaon was to grow nutrient rich algae in

arcially lit hydroponic tanks deep below ground. Dried and

processed, this provided a basic material that could be ground

into our, retextured into coarse synthec foods or even

brewed into crude but highly potent ale.

The high gravity, harsh environment and monotonous diet

gradually had their eect on the selers. They became physi-

cally shorter and more resilient. They also became surprisingly

tough for their short stature with thicker skin and dense mus-

cles. This process must have taken many thousands of years,

during which me the new race began to develop a disncve

cultural identy. They also acquired a new name - the Demiurg,

oen translated as half-human although the true meaning is

only known to the Demiurg themselves.

Age of Isolaon - 23,500 ADAt some me in the distant past the galacc core was cut o

from the rest of human space by devastang warp storms.

Many worlds were swallowed by the warp and disappeared

forever; others were trapped in stasis and became lost. Most

survived, although they were separated from Terra and all

contact was lost with the rest of the galaxy. During this me of

isolaon and danger the Demiurg worlds sll in contact with

each other began to organise for their mutual defence. It was

at this me the Demiurg began to refer to their worlds as the

Homeworlds.

The Homeworlds remained isolated for thousands of yearsand the inhabitants learned to survive in a universe that was

becoming increasingly hosle. With their planets inaccessible

to the human eets the Demiurg built their own spacecra

and developed their own weapons to ght o marauding

Chaos warbands and plundering Ork Warlords. Some of the

Homeworlds were lost to invasion, others were destroyed by

environmental instability, and a few were devastated by inter-

nal strife. Those that survived grew and prospered; selements

were enlarged and fored into impregnable Holds.

Le to fend for themselves, the Demiurg were obliged to devel-

op their own technological base. Not only had they to reinvent

complex machines such as spacecra and advanced weaponry,

but they had to keep their life-support systems and hydroponic

units acve. Without air, heat and food the Demiurg commu-

nies would not have been able to survive, and such maers

became a priority for them. Fortunately the natural experse

and ingenuity of these hardy miners enabled them to exploit

the materials at hand, and they quickly developed alternave

technologies to make up for the lack of supplies from Terra.

Ancient History

ANCIENT HISTORY

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7Codex: Demiurg Warhost

Age of Trade - 25,500 AD

The Age of Trade took place during a slight abatement of the

warp storms during the Age of Strife and led to the Demiurg

encountering other races, including Orks and Eldar. The Age

of Trade lasted for nearly three millennia, but nally collapsed

when an enormous Ork bale-eet, under the command of

Grunhag the Flayer, aempted a full-scale invasion of the

Homeworlds. At the beginning of the Age of Trade, some

strongholds were aacked, but the aliens quickly realised thatthe Demiurg were determined and tenacious ghters, and that

trade was a more praccal arrangement. The Demiurg took

full advantage of their tremendous mineral wealth, which they

traded for weapons, foodstus and high-technology systems.

The Demiurg remained carefully neutral in the numerous

conicts between Eldar and Orks, maintaining trade links with

both sides. There were inevitably small wars from me to me,

but for the most part the Demiurg’s complex structure of trea-

es and trade agreements maintained a stable peace.

Age of Wars - 28,500 AD

The Homeworlds lay close to the two most dangerous adver-

saries in the galaxy, the followers of Chaos who dwelled in the

Eye of Terror and the extensive Ork empires of the northern

spiral. The Demiurg never relented in their struggle against

Chaos and lost no me in tracking down and destroying Chaos

raiders. The main threat from Chaos forces has been in space,

where warbands aack ships as they move through the Warp.

The other great enemy of the Demiurg became the Orks.

During the Age of Trade the Demiurg were content to leave

the Orks alone and even traded with them to some extent.

The Homeworlds are inhospitable to Orks in any case so there

was never any great clash of interests between the two races.

This state of aairs could not last for very long. The Demiurg

records of their early history are confused and incomplete, but

it is clear that aer come period of mutual trading the Demi-

urg found themselves under sudden assault from massive Ork

forces. Losses on both sides were astronomical, with vicious

tunnel-ghts through the mine workings and bloody pitched

bales in the Demiurg’s underground selements. The Demi-

urg appealed to their Eldar trading partners for help against

the invading Orks, but none was received.

Caught by surprise several Strongholds fell to the Ork invaders

and only a last ditch defence eventually brought the green-

skinned aliens to a halt. The Demiurg were appalled at the

massive loss of life but also at the unashamed treachery of

the Orks. The Demiurg never forgot this lesson. Some of the

more enduring Demiurg legends tell of the hopeless defence

of a beleaguered fortress or a stranded Land Train under Ork

aack. Many wars have been fought against the Orks since the

rst aach and each conict is bierly fought to the last proud

and deant Demiurg Warrior.

The Age of Wars, as it became known, is regarded by the De-

miurg as one of the blackest chapters in their history, and the

double betrayal by Orks and Eldar gave rise to a cultural enmity

that sll persists. Many Strongholds were destroyed, swept

away by the green de of invading Orks. The tradional epic

ballad known as The Fall of Imbach commemorates one such

aack.

Ancient History

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Codex: Demiurg Warhost8

So Grunhag led his host to Wyss, Encamped upon the plain of Swend. Proud Hargan and rich Erlach fell, Destroyed and ravaged and defiled,“You see my power” Grunhag quoth,“Let Imbach see and quake in fear,

“And pay me treasure, wealth and slaves.”  He added with a sneer.

 Lord Uri sat in Imbach’s hall, His brow as hard as knotted flint.

“No Ork shall our folk as slaves, Nor what we win from laden rock,While one in Imbach still draws breath.” 

 He told proud Grunhag “Nothing  Is yours except an Ork-shaped hole,

 And headstone with your name.” 

 Called Imbach to the vain Eldar,“Your enemy is at our gates.

Come to our aid against your foes,Together let us lay them low.” 

The Eldar never made reply,But left fair Imbach to the Orks.

“We fight alone then.” Uri said,“Our friends leave us to die.” 

- From The Fall of Imbach

Age of Rediscovery - 28,800 AD

The warp storms that isolated the Homeworlds lasted for many

thousands of years and only dissipated a lile over ten thou-

sand years ago, this freed human and Demiurg spacecra to

and among the Homeworlds again, and contacts were quickly

re-established between the former colonies and the newly

founded Imperium.

During their isolaon the Demiurg had changed. They were

no longer human and their civilisaon had taken a divergent

path that gave them many advantages over the Imperium. The

Homeworlds and the Imperium traded for their mutual benet

and, for the most part, enjoyed peaceful relaons. Demiurg

and humans shared many common enemies, including Orks, so

it was in both races interests to cooperate wherever possible.

However relaons were not enrely peaceful by any means.

Demiurg are intensely proud, blu and straighorward, they

take great oence at any slight to their honour or double-deal-

ing, especially in maers of trade, and are likely to be stubbornin pursuit of retribuon.

The rst contact the Demiurg had with the Imperium was

during the early years of the Great Crusade.

The Iron Warriors Legion was dispatched to the Galacc

Core in search of isolated human worlds and bring them to

compliance. The Space Marines were expecng to nd isolated

systems, most likely under the yolk of an alien race, as had

been the case with the majority of worlds discovered so far in

the Great Crusade. What they were not expecng was a vast,

strong and independent empire of once-human colonists.

Although the millennia had made drasc alteraons to the

Demiurg, the Iron Warriors recognised them as descendants of

humanity and aempted peaceful negoaons.

The Iron Warriors sent out communicaons stang their

identy and proclaiming their purpose to reunite the scaered

remnants of humanity, to bring them into the Imperium

under the rule of the Emperor of Mankind. While the Demiurg

were eager to make contact with their long-lost kindred and

the Birthworld the Demiurg would never relinquish their

independence and refused to accept compliance. With this

clear and un-negoable refusal The Iron Warriors immediately

set about bringing the Demiurg Homeworlds to compliance byforce.

Thus far in the Crusade the Legiones Astartes had yet to come

across any serious challenge to their military might. They were

to nd just such a challenge from the Clans of the Demiurg.

The campaign that followed quickly became one of the most

bier and brutal of the Crusade. The tough and resolute

defenders fought the invaders with every ounce of courage

that could be mustered.

The Iron Warriors found themselves on the losing side for

the rst me since they set out on their Crusade. In the

labyrinthine tunnels of the Homeworlds there was lile cover

to be had and their Mk.II Crusade Armour proved to be poor

defence against the superior weaponry of the Demiurg. This

led to the development of Mk.III power armour, commonly

known as Iron Armour, with increased protecon on the front.

This development evened the odds for the Space Marines but

the relentless ghng connued, with heavy losses sustained

on both sides. Eventually the Iron warriors were forced to

realise the fulity of the campaign against the Demiurg and

retreated to form a defensive cordon between Imperial and

Demiurg space.

Following the retreat of the Iron Warriors the Imperium sent

envoys to the Demiurg Warlords in an aempt to negoate

their compliance, feeling that the Iron Warriors negoaons

failed because of their warlike nature. The envoys quickly

realised that they would also fail to bring the Homeworlds

to compliance but learned much about the Demiurg. Most

important of these facts was the vast mineral wealth the

Demiurg possessed.

The Great Crusade required massive resources to sustain

momentum. The Imperium had begun to struggle to supplythe ever expanding armies and newly compliant worlds, so

the unprecedented decision was made to acknowledge the

Demiurg’s independence.

The Imperium immediately began trading with the Demiurg

Homeworlds. The vast resources and producon capabilies

of the Demiurg were now at the Imperium’s disposal. The

relaonship between the two empires ourished. New

and ancient technologies ooded into the Imperium, who

connued to expand through the galaxy.

Ancient History

The Founding and the First Ages

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9Codex: Demiurg Warhost

The Imperial Civil War

When Horus turned traitor he aempted to bring the Demiurg

over to his cause but failed.

The Demiurg hold no ideals higher than honour and loyalty,

and there is nothing more wretched in Demiurg society thanan Oathbreaker, and to break the treaes made with the

Imperium and side with a traitor was unthinkable.

Since the Age of Isolaon began the Demiurg Homeworlds

have suered Chaos Incursions uncounted mes. Having

fought against these foes for millennia the Demiurg learned

much about the followers of Chaos, and the Powers they

served. In the years before the Heresy the Demiurg noted the

path many of the legions were taking and sent messages the

Birthworld. Whether the messages were lost to the Warp, we

intercepted by traitors or were simply ignored is not know, but

it would seem the Imperium did not act on them. 

It is without doubt that with the resources of the Demiurg on

his side, Horus would have made his advance on Terra much

sooner and the whole course of the war could have gone in his

favour.

Aer the Heresy there was much to rebuild and the Demiurg

were once again called upon for aid. Not only did they supply

the crippled Imperium but even sent out engineers across the

galaxy to lend their experse and knowledge where the much

reduced Mechanicum were unable to have a presence.

In addion to lending materials and engineers to the Imperium

the Demiurg Empire sent out many young Warriors to ght

alongside the soldiers of the newly formed Imperial Guard.

Ancient History

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Codex: Demiurg Warhost10

The Demiurg, known in the Imperium by the derogatory term

Squats due to their short stature, and their Homeworlds were

almost unique in the Imperium; though they were a part of the

Imperium they were not directly controlled by the Administra-

tum. Instead, they were allowed a certain amount of auton-

omy, being ruled by the Strongholds and Leagues just as they

were before and during the Age of Rediscovery. The experienc-es of the previous millennia had le the Demiurg with a strong

sense of cultural unity and a ercely independent nature, and

instead of rejoining the Imperium as subject worlds; the Home-

worlds negoated a series of treaes, which enabled them to

keep their independence. The racial character of the Demiurg

- hard-working, tenacious and honourable - was almost perfect

from the Imperial point of view, and the Imperium was content

to allow them a great degree of self-government.

Both the Imperium and the Demiurg beneted from this

arrangement. The Homeworlds provided allied troops who

would ght alongside Imperial armies and the Imperial Guardprovided military support to the Homeworlds when necessary,

as they would any other threatened Imperial world. Addion-

ally the Demiurg traded their mineral wealth exclusively with

the Imperium.

The Adeptus Mechanicus were highly interested in the Demi-

urg and the Homeworlds for several reasons; Demiurg pos-

sess a high level of technical experse which seems to come

naturally to the race, and the Homeworlds as a whole pos-

sessed the greatest amount of surviving STC equipment in the

Imperium. The Demiurg were said to have allowed the Adeptus

Mechanicus access to a great deal of Demiurg technology.

However it is also said the Demiurg kept much of their technol-

ogy from other races, regarding the Adeptus Mechanicus as

lile more than sorcerers mired in superson.

During their long isolaon the Demiurg were forced to become

self-sucient in order to survive the barren environments

of their Homeworlds. They have also managed to maintain

technological knowledge and experse, which has allowed the

race to connue to progress technologically. Accordingly the

Demiurg have developed their own advanced technologies,

which not even the most technically-adept of the Techpriests

understand. These include the lile understood neo-plasma

reactors powered by a warp-core and held in thrall by azero-energy containment eld. The Demiurg never shared

the specics of exactly how warp-cores funconed. Although

they experimented with using the cores themselves as a form

of spacecra propulsion but decided against using them for

this purpose due to several undivulged risks. No other race

has developed this technology and the Adeptus Mechanicus

gave up on their experiments with stolen warp-cores aer the

infamous Contagion of Ganymede. Some of the technology

developed by the Demiurg engineers is sll considered too

dangerous and remains unused. Many of the weapons and

equipment that are now in regular service with Imperial forces

were originally developed by the Demiurg. This includes the

Leviathan super-heavy assault transport, Thunderre cannon,

Thudd gun and Tarantula. There are also thousands of other

ubiquitous pieces of technology created by the Demiurg in use

throughout the Imperium.

It was also common for the Demiurg to alter, improve and

experiment with technology received in trade, oen incing

animosity with the Mechanicum when they did so with STC

technologies. One such example is with the RH1N0 template.

The Demiurg took the vehicle and improved its armour and

drive mechanisms, and developed scores of variants on the

design, acts considered by the Techpriests as heresy towards

the Machine God. The Demiurg have also made extensive

developments with bolt technology, miniaturizing them so that

they could be easily be wielded by Demiurg soldiers and creat-

ing bolt weapons more suitable to the condions the Demiurgusually ght.

In war, the Demiurg used squads of motorcycles supported by

massive barrages from juggernaut war machines such as the

Land Train, Colossus, Cyclops and Leviathan and massed arl-

lery baeries. They also used advanced armour, such the heavy

exo-armour and made extensive use of personal power elds.

The Homeworlds

There were several thousands of Homeworlds during the age

of the Imperium. Each Homeworld had one or more strong-

holds and each Stronghold was more or less an independent

community with its own laws, tradions and armed forces. If

a world had several Strongholds, as most did, it was usual for

one to be pre-eminent so as to have nominal rule over the

lesser Strongholds. Each of these communies were built over

labyrinths of mine workings, which delved deep into the rocky

planets. Strongholds were vast, containing everything needed

to maintain their civilisaon, including workshops, hydroponic

plants, power generators and atmospheric pumps.

The size and inhospitable environments of the Homeworlds

mean that their surfaces were mostly barren and uninhabited.

The strongholds themselves were havens amongst plains of

solid rock and seas of shale and dust. Their atmospheres weremainly composed of inert gasses so it was only possible to sur-

vive in the Strongholds or in one of the outposts doed over

the planets.

Outposts would be built for many reasons; some simply watch-

towers erected to observe the atmospheric approaches, others

to house baeries of huge lasers that defended the planet

from aack. The most common outposts by far were the

mines. Although the Strongholds are situated over the original

mine sites and could sll be worked it was very me consum-

ing and expensive to do so as the remaining deposits laid deep

underground. It was more praccal to build new mines in ore-

rich regions.

To reach their mines the Demiurg built huge mobile fortresses

called Land Trains, whose vast tracks enabled them to cross the

On one side of me stand my Homeworld, Stronghold

and Clan; on the other, my Ancestors. I cannot behaveotherwise than honourably.

Warlord Kettri son of Egil, Grindel Stronghold 

Age Of The Imperium

The Age of The Imperium

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11Codex: Demiurg Warhost

daunng connental shelves and dust seas. This was a danger-

ous business, for most of the Homeworlds had thick layers of

nely pulverised rock that owed very much like water.

It was possible to cross these dust seas but accidents were

common and Land Trains were known to disappear without

trace if the ventured into deep dust. The dust itself oen had a

high ore content and was mined by specially designed factory

Land Trains equipped with massive scoops and towing pow-ered track-cars of ore, supplies or living quarters. The Iron Sea

of Grendel was renowned for being the greatest single source

of ferrous ore in the enrety of the Homeworlds. Other dust

seas worth harvesng were composed of chromium com-

pounds, silica or ny mineral crystals.

The weather systems of the Homeworlds were unpredictable

and, like the planets themselves, on a massive scale. Storms

were able to whip up the dust seas into abrasive winds that

could strip a man down to the bones in mere seconds and

nothing but atoms in the wind within a few seconds more.

Such storms were known to spring up suddenly and without

warning, and were able to last for days or even weeks on end.

Occasionally a dust storm would cover a whole world, plunging

it into darkness as the roiling clouds blot the dim light of the

stars completely. At such mes it was impossible for aircra to

y or spaceships to land. The Demiurg became used to their

harsh worlds and learned to sense the subtle changes in the

breeze and air pressure that heralded the coming of a storm.

Deep below ground in their Strongholds the Demiurg would

be safe from the turmoil above and could survive for years if

necessary.

The LeaguesAlthough each Demiurg Stronghold was independent they have

developed relaons with each other. Some Strongholds had

been allies for thousands of years and interchange of peoples

and cultures made them virtually one naon. Others were

loosely federated to their neighbours and shared the duty of

patrolling local space and defending outlying planets against

aack from Chaos or Orks. Alliances were usually formed

for defence or trading purposes but they also dened power

blocks within the Homeworlds, where the most powerful rivals

gathered together the other Strongholds into mutually sup-

porve Leagues.

Each League was led by a single powerful Stronghold and

included many other Strongholds that either relied upon their

leader for trade and defence or idened themselves their

League on cultural or historic grounds. It the Demiurg civilisa-

on’s height there were approximately seven hundred Leagues

in all, the most powerful being the inuenal League of Thor

that included over three hundred Strongholds. The other

Leagues were less powerful, and the smallest was the League

of Emberg, made up of only four Strongholds, that lay close to

the Eye of Terror.

Other Leagues were the League of Kapellar, which was actually

the largest in size, and the League of Norgyr that lay closest toTerra. Although these Leagues, and many others, were per-

manent instuons others represented looser or temporary

alliances between Strongholds. The total number of Leagues

therefore varied but the most inuenal remained fairly con-

stant and formed the largest united polical instuons of the

Demiurg.

Although the Demiurg have a strong sense of mutual preserva-

on it has been known for rival Leagues to go to war against

each other. Such occasions would oen lead to lasng enmity,

for Demiurg are inclined to remember deeds of infamy for

many generaons. The League of Thor and League of Grindelfought an unusually bier war when selers from both sides

clashed over the exploraon of the Lost Stronghold of Dargon.

The war that followed resulted in the destrucon of several

Strongholds and the capture of Thungrim and Bruggen by the

League of Thor. Peace only came with the huge Ork invasion on

Grunhag the Flayer, which obliged all the Leagues to cooperate

against their mutual foe. Although the war ended with the rout

of the Orks the two Leagues have remained distrusul rivals

and both sides considered themselves owed heavy debts of

blood and honour.

The Guilds

When their civilisaon was isolated from the rest of human

space the Demiurg found it necessary to preserve the engi-

neering skills and knowledge they possessed for future genera-

ons. Their lives depended upon maintaining their Strong-

holds, generang air and food, and defending their worlds

from aack. To this end they evolved a system of Engineering

Guilds. The Guilds drew together all the informaon and

knowledge available and set about recording it for future gen-

eraons. As the years passed the Guilds became the repositor-

ies of knowledge and Guild training produced all the engineers,

miners and other specialists vital to keep the Strongholds

running. Through the passing centuries the guilds spearheaded

research into alternave technologies and invented many ofthe machines that remain unique to the Demiurg.

The Guilds extended across all Strongholds and Leagues al-

lowing informaon to spread throughout the Homeworlds.

Inially this was necessary because knowledge and specialists

skills were spreads throughout the Homeworlds and had to be

drawn together just to enable the Strongholds to survive. As

the Guilds developed they sought to maintain the free pas-

sage of informaon despite the rivalries of individual Home-

worlds. The Guilds became the common factor that united all

of the Strongholds, enabling each to benet from advances in

technology and discoveries of ancient knowledge. Althoughindividual Guildsmen would be loyal to their own Stronghold

they also owed loyalty to their Guild and to the disseminaon

of knowledge.

The Guild has succeeded in developing several new technolo-

gies that are exclusive to the Demiurg and are not even under-

stood by the Technomagi of the Adeptus Mechanicus on Mars.

These include the warp-core powered neo-plasma reactors.

The Demiurg have mastered the use of many other technolo-

gies and developed many others that they considered too

dangerous to use. Although the Guild would make its discover-

ies available to its own members it would oen keep the more

advanced technologies from the other races. The Demiurghave a praccal and straighorward atude to technology that

is very dierent from the neo-arcana of the Imperium.

Age Of The Imperium

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Codex: Demiurg Warhost12

The Age of Betrayal - 36,000 ADTwo thousand years ago a Tyranid Hive Fleet pierced like a

dagger straight to the heart of the Galaxy. The Imperium, in a

shocking act of treachery, refused to send aid to their be-

sieged allies. The hive eet engulfed the galacc core where

the Demiurg Homeworlds lay, swarming through the holds,

mines and factories slaughtering everything in their path. The

proud Demiurg race and over twenty thousand years of history,

turned into raw genec soup, read to be devoured by the livingships of the hive mind.

Realising they could not defeat the invaders alone and with no

aid from their allies the Leagues gathered together as many

vessels as they could, lled with survivors evacuated from the

various worlds under their control. With the ships gathered

into rag-tag ollas they ordered the use of the experimental

warp-core drives. As the drives powered up, prayers were

made to the Ancestors for guidance and they gave themselves

over to fate. In blinding ashes of light the ships vanished and

nothing more was heard from them.

Aer years of feasng on the dead the Tyranids retreated

back into the void. With the Demiurg destroyed the other race

advanced, descending like carrion birds aer bale, annexing

the Homeworlds for themselves. No trace of life was found

and it was assumed that the Demiurg peoples had been uerly

wiped from existence. The Mechanicum ached at the loss of so

much ancient technology, while rejoicing at being able to have

access to the mineral rich core worlds without paying taxes to

their owners.

The worst crimes of all were those commied by the Ordos

of the Inquision. With only a few scaered Demiurg spread

throughout the Imperium they took their chance to wipe arace they either saw as herecal mutaons, or as foul Xenos

scum, that should be purged like a virus. These organisaons

began hunng down Demiurg who were spread through the

Imperium, slaughtering them and removing any references to

them from the archives. The agents of the Inquision were so

thorough in their genocide that all traces of the Demiurg were

wiped from existence and within a few short generaons they

were forgoen.

Most especially the loathing of the Demiurg is focussed upon

the agencies of the Inquision and the Techno-magi of the

Adeptus Mechanicus of Mars. Following the Tyranids’ destruc-on of the Homeworlds, and the devouring of their people, the

Mechanicum sent agents, like carrion birds, pouring through-

out the Demiurg planets searching for every scrap of technol-

ogy that survived.

There are a few surviving legends of a squat and hardy race

that had died out long ago. Only a handful of people know

the true history and fate of the Demiurg within the Imperium.

Amongst these are Inquision leaders and Astartes command-

ers, although even they know very lile. For over four millen-

nia the Imperium has had no contact with the Demiurg.

The Demiurg

The Squats have advanced our cause considerablyover the millennia. On no other group of worlds has

so much Dark Age technology survived, nor so muchexpertise been preserved.

 Morgin Harad, Adeptus Mechanicus

The Tech-adept rewound the tendrils into the stumpof his wrist. “The nature of this device is not clear tome,” he said mournfully. The short figure at his sidebustled up to the console.

 “Well, shift your spanners and let’s have a look atthe thing.” The Tech-adept sidled uncomfortably

away, and the Demiurg peered into the casing. “Now,then,” he continued, as much to himself as to the Adept, “Hydroplastic power transmission, controlsattached to a timer and what looks like an encoder, a pressure chamber at the centre, surrounded by... “TheTech-adept, who was looking over his shoulder bythis time, shot a manipulative tendril into the ma-chine, seizing a frayed and broken end of cable.

 “If we remake this join...” He began, enthusiastical-ly. The engineer laid a restraining hand on his arm. “Ireally wouldn’t recommend it.” He said, “You see, Iinterpret this device as an unusually complex plasma

bomb, and that cable you’re holding goes direct tothe arming mechanism.

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13Codex: Demiurg Warhost

You misunderstand, this is Tau space, despite whatthe Gue’la may claim, and you are welcomed to itas friend. We too have suffered difficulty with theOr’es’la, since it seems they wish no unity. We wouldbe honoured to have you fight alongside us againstthis common enemy. You will find it to the benefit ofboth our peoples, You will find it, I have no doubt, to

be for the greater good.

 Por’O Dal’yth V’Rok greets the ThurmClan during first contact with the Demiurg 

The Age of RetribuonThe Demiurg are a paent race. Content to sail the vast ex-

panses of the Eastern Fringe they have been slowly rebuilding

their strength. Brooding in their hatred they have amassed

powerful forces.

Unl now the only contact with them has been the rare

instances of their commerce vessels accompanying Tau eets.

The waing is now over, the vast Stronghold Fleets are movingout from the void, pushing into Imperial space and aacking

the Isolated froner worlds at the far eastern extremies of

the Imperium. Once the eets have smashed the defending

ships in orbit the forces of the Demiurg descend in gargantuan

drop ships. They devastate the Imperial forces, aen cies

and appropriate technologies and materials as they see t.

This done they will most oen leave the shaered world as a

message to the Imperial instuons that the Demiurg are far

from exnct and they have returned to punish all those who

betrayed them.

The rst me a true Demiurg Stronghold Fleet entered anImperial system, and made planet fall, the false beliefs of their

exncon were shaered. As the gargantuan war machines

dropped from orbit, amidst precise orbital bombardments and

giant troop transports, even the very ground shook with jus-

ed fear.

The rst world to fall to the Demiurg was a remote planet

named Forehope, a froner world at the edge of Imperial

space in the Eastern Fringe. The psychic death scream of the

Planetary Governor’s private astropath etched a vivid image

into the minds of psykers in neighbouring systems. The im-

age of colossal war machines and massive arllery baeries,

leagues of stunted, human-like aliens ring bolts of ame-wreathed lightning, and the res of a burning hive city rising

skyward behind them.

The Demiurg have nally returned to wreak their terrible re-

venge on all those who abandoned and betrayed them.

The Age of RenewalThe surviving Demiurg found the warp-core drives had scat-

tered them across the enre Eastern Fringe of the galaxy. Pride

and bierness kept them from seeking refuge with the Imper-

ium and dried alone through space for many years. Over the

centuries the clans came to consider their vessels as home,

protector, friend and saviour and could not imagine abandon-

ing their honoured spirit and seling on new worlds. Instead

they built upon the vessels, turning what in many cases weresimple transport ships into the heart of colossal Hold Ships.

Through millennia of research and experimentaon they man-

aged to learn how to control the powerful warp-core drives

and increased the eciency of the neo-plasma generators to a

level more than sucient to run a Hold Ship. Occasionally ships

would come across each other in the void. Every such reunion

was marked with great celebraon and new bonds of Clan

were formed.

From me to me the scaered Demiurg would come across

other alien species. While some were hosle towards them

others would enter into trade, receiving technology or benet-ing from the vast experience and wisdom of the Living Ances-

tors.

One such meeng involved the Hold Ship of Ruairi Redmane

encountering a handful of Kroot vessels engaging crudely built

Ork ships. Outnumbered and wavering in the face of the feroc-

ity of the Orks, the Kroot were relieved when the Hold Ship

drove forward, pummelling the Ork ships with colossal weap-

ons baeries and strange beam weapons. The smaller ships

were torn apart, scaering wreckage for thousands of kilome-

tres. The larger ships reeled from the withering re and were

cut in half by the beam weapons as they tried to disengage.

Aer the Orks had been defeated the Demiurg Warlord opened

communicaons with the Kroot and oered their assistance in

repairing the damaged Warspheres. The Kroot Shaper agreed

with gratude and the Engineers began making repairs. Over

me the two became close trading partners and the Kroot and

Demiurg became trusted and valued friends.

It was through the Kroot that the Demiurg rst met the Tau

Empire. The Demiurg quickly realised that the Tau could be

valuable allies and began sending out merchant vessels to Tau

worlds to begin trade. It was through trade with the Demiurg

that the Tau rst learned how to make Ion Cannons. It was onlyrecently, through contact with the Tau, that the remnants of

the scaered Demiurg were able to come together in greater

numbers. The growing friendship between the Demiurg and

the Tau has inspired hope in the hearts of a race that had all

but given up on daring to believe in a prosperous future.

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Codex: Demiurg Warhost14 The Demiurg Race

The Demiurg are a diminuve race, hardened by millennia of

harsh living. They are a primarily mercanle race who are will-

ing to trade with any of the myriad races they come in contact

with. They value duty and honour above all else, including their

vast mineral wealth. In bale the Demiurg are famed for their

tenacity and unwavering bravery, seeking renown at every op-

portunity. Demiurg will ght on through the gravest of injuriesto defeat their enemies, only succumbing to their injuries once

the bale is concluded; passing into the realm of the Ancestors

with pride.

Although they are but half the height of a human they are far

more resilient. Their skin is thick, like toughened leather, and

their bones are far more dense than a humans to the point

that it is as hard as stone. Their bodies are resistant to many

harmful substances and most poisons have lile or no eect

on them. Through millennia spent in the murky depths of vast

mines and industrial complexes, the Demiurg have developed

exceponal vision in low light, and their hearing is heightenedto the point where they can navigate in complete darkness.

The Demiurg are some of the most skilful arsans around.

Craing is a favoured pasme for Demiurg, they are oen

found idly carving into chunks of stone or shards of metal. The

Demiurg take great pride in their possessions and carve at

them, bit by bit, with great reverence. As family heirlooms are

passed down through the generaon, each owner adds to the

detailing.

The race is oen viewed as a militant one, it is true that every

Demiurg must full a minimum term of service and may be

called upon by their Lord when the need arises. This state has

been necessary to ensure the race’s survival since the destruc-

on they suered during the Age of Betrayal. Every Demiurg

is expected to maintain their maral skills; be they warrior,

minor, merchant, engineer or even ambassador.

Demiurg Social StructureDemiurg society is divided into disnct but integrated groups.

They can be described as Military, Mining, Mercanle and

Royal. Set aside from the strict structure of Demiurg society are

the Engineers’ Guilds and the Living Ancestors.

The military sector contains the standing military forces. With

the excepon of the Guild Biker formaons all military forces

fall under this category. This includes everything from Warrior

Kindreds to the gargantuan war engines.

The mining sector contains not only mining operaons but also

covers the reneries and forges that turn the raw minerals and

compounds extracted by the miners into usable materials. The

mining sector also covers food and ale producon. When going

to war the Lords may call upon the miners, who form Sap-

per Kindreds. The miner ’s experse makes them the perfect

choice for undermining the enemy and causing damage to key

structures.

The mercanle sector covers the majority of trades, from small

goods traders to powerful merchant families dealing with ma-

terial exchanges with other races. The mercanle sector also

contains the ambassadors and emissaries tasked with opening

and maintaining diplomac relaons. The royal sector consists

of the ruling class; Warlords, Lords and their close relaons.

The Royal Households hold responsibility over the Stronghold

Fleets, whose Stronghold and Hold ships are their personal

possessions. The royal sector is also responsible for overseeing

the processes of law and order, all judges are members of theroyal families and the Lord’s Court is the absolute authority in

all disputes. Perhaps most importantly the Demiurg royalty are

tasked with the duty of maintaining the tradions of their race.

THE DEMIURG RACE

We have always been a race of traders. It is naturalto us that we should trade the fighting skills of ourClans. As well as bringing profit, it also allows ouryoungsters to gain experience and honour, and to

keep alive the skills, which our Strongholds may oneday need for their own defence.

 Lord Grumni, Bruggen Stronghold 

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15Codex: Demiurg Warhost

The young Warlord turned to the ancient Demiurgbeside him.

 “Revered Ancestor,” he said, “What is our bestcourse in this situation?” The Living Ancestor half-closed his rheumy eyes.

 “I have seen this but once before,” he began. “Sixhundred years before your birth, your revered Ances-tor Lord Thyngrim, whose name you bear in yourown turn, was on the world of Dioscis Theta. I wasyounger then, undistinguished amongst the mass ofmy Clan.” 

 “And how did Lord Thyngrim win the day?” Askedthe Warlord, with some impatience. The Orks were getting closer.

 The Living Ancestor shook his head and chuckled, a

sound like pebbles clacking together. “I cannot tellyou how to win as he did,” he said, “but if you don’tmind uncomfortable truths, I can tell you how toavoid losing as he did.” 

The Demiurg Race

THE DEMIURG RACE

Engineers GuildsThe engineers of the guilds are fully integrated within all other

sectors, tasked with maintaining the machinery used by the

enre race. In addion to supplying engineers to the other

sectors they are also entrusted with keeping the technologi-

cal knowledge, a task treated with great care and reverence.

Within the Guilds themselves they nker and experiment, ever

seeking to improve upon current knowledge and create new

technologies.

Daoine Sidh, The Ancestor SpiritsThe Demiurg are unique amongst the known races. When they

die their souls do not pass into the warp but instead dri to

the Spirit Realm. With their spirit and soul joined in this way

the departed Demiurg are able to exert a small amount of

inuence in the Material Realm. The Daoine Sidh, also known

as Ancestor Spirits or simply as the Ancestors, watch over their

descendants and help to protect them from the inuence of

Chaos. The living Ancestors act as a focus of their power, and

their power of the Ancestors ows through them more and

more the longer they live, making Living Ancestors amongst

the ercest and most cunning military commanders in the

galaxy as well as bearing great wisdom and centuries of experi-

ence.

Because the power of the Living Ancestors comes from the

Ancestors in the Spirit realm rather than being drawn from the

Warp there is no danger from the malicious creatures of the

Warp. The protecon of the Ancestors ensures that the Demi-

urg are enrely without the taint of Chaos. However, drawing

upon the power of the Spirit Realm is not without its risks. Thepeace of the spirit realm has a great draw on the living, every

me they channel the powers of the Ancestor Spirits they have

to resist crossing over to the Spirit Realm.

Demiurg and the Tau EmpireDespite agreeable diplomac relaons the Demiurg remain

independent, despite numerous aempts by the Water Caste

to bring them into the Tau Empire. The Demiurg have a strong

racial identy that they would never give up. They refused to

become a part of the Imperium and will never join another.

Pride and tradion run deep in the veigns of every Demiurg, to

give up their identy is unthinkable.

There are other, more tangible, reasons the Demiurg will not

allow themselves to be absorbed into the Tau Empire. Freedom

within the Tau Empire is very limited, this is most evident with

the Kroot. The pracce of eang their fallen prey is banned

by the Tau, forcing them to seek mercenary work outside Tau

controlled space to absorb new genec material.

If the Demiurg joined the empire they would be forced to give

up control of their amassed knowledge, as well as their tech-

nologies and material wealth, to the Earth Caste.

Demiurg TechnologyThe Demiurg posess an insncve awereness of technology,

able to dene the purpose of a piece of machinery from even

the most cursary of examinaons. Their level of technology is

far above that of the Imperium. Much from the Golden Age of

Technology is remembered by the Demiurg, keeping those that

suit themselves, and storing the rest in their Vaults of Knowl-

edge.

One parculiar form of technology extensively employed by

the Demiurg, and enrely baing to other races, is their use

of stone. Just when the Demiurg developed this technology is

not known, but they did not posess the knowledge when they

were rst encountered by the Imperium.

The Demiurg are somehow able to create stone, and cra

is into any number of uses. The plates of armour worn by

Demiurg warriors is created from layers of stone and ceramics,

and is more resistant that the carapace style armour of the Im-perium. Even the vehicles deployed in bale are craed from

stone, and their starships are oen craed of similar materi-

als. Examinaons by the greatest Technomages of Mars have

proven fruitless. The samples examined appear to be nothing

more than naturally formed rock, showing no signs as to how

they were created.

Although the roots of much of Demiurg technology is shared

with their Human cousins, they have made many advance-

ments themselves. This is most evident in their ion technology,

as well as thir unrivalled mastery of metal alloys. The propul-

sion systems employed by Demiurg starships are also a mysteryto outsiders.

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THE KROOT

The Kroot are expert jungle-ghters and trackers, who can be

found ghng as mercenaries across the Ulma Segmentum

and beyond. The majority of Kroot warriors ght as merce-

naries in the armies of the Tau. Their integraon into the Tau

empire requires them to provide troops to the Tau military, and

furthermore aempts to prohibit them from ghng along-

side the armies of races that are not incorporated into the TauEmpire, with the excepon of those races allied to them, such

as the Demiurg.

Kroot evoluon depends on their absorbing the genec traits

of other races, selecvely inhering the most desirable. They

do this through eang specic prey animals to ensure that the

next generaon take on certain characteriscs of that animal.

Unfortunately, the Tau insistence that the Kroot ght exclu-

sively for them would lead to a disastrous stagnaon, as they

have absorbed the traits of most of the creatures from within

the Tau region.

To collect as wide a range of characteriscs as possible, they

secretly despatch enre armies of mercenaries to ght along-

side other races in order to expose themselves to creatures

and environments not found in Tau space. The nature of the

Demiurg to explore remote planetary systems in search of

materials, rather than waging war to forge an empire of their

own, oers a unique opportunity to gather genec material

from oen isolated species that would rarely come in contact

with other armies.

The result is that each of these mercenary bands develops

separately to the mainstream of Kroot society. When they

periodically return to the Kroot home world of Pech, they bring

with them a wealth of new traits to be absorbed by the race

at large. These inerant bands oen appear radically dier-

ent from the standard Kroot, having absorbed all manner of

outlandish genec data.

The opposing skills of the Kroot and Demiurg work in harmony

on the innumerable warzones of the galaxy. As natural marks-

men and tunnel ghters from barren and storm blasted worlds

the Demiurg nd the Kroot’s anity with nature invaluable.

When ghng on ferle planets with dense ora Demiurg com-

manders consult with Kroot Master Shapers and incorporate

their wisdom and guidance into their bale plans.

Kroot SocietyOne of the main reasons the Demiurg regard the Kroot above

so many others is due to the similarity of their sociees, par-

cularly the clan-like structure and ancestor veneraon. Both

races share a mutual respect for tradion and, unlike the Tau,

the Demiurg give the Kroot free reign in absorbing the genec

material of their defeated foes.

Kroot society is based on the kindred, and each Kroot merce-

nary force mirrors this in its organisaon. The kindred fulls

the baleeld role of a squad, but represents something far

more fundamental. A kindred is an extended family group, who

develop together under the direcon of a Shaper; an individual

who is able to guide the group down a parcular evoluonary

path by determining their diet. Senior Shapers form councils,

whose role is to oversee a group of kindreds, thus insuring a

level of homogeneity within the species. An individual known

as the Master Shaper, who sits at the top of this pyramid-

shaped organisaon and guides it in all maers, leads eachcouncil. Kroot forces are led by Master Shapers who seek the

innite variety of the galaxy, leading their kindreds into every

warzone imaginable in an eort to absorb the abilies of the

lifeforms occupying those war-torn areas.

With the Kroot the Demiurg believe they have found a race

that can truly be trusted. The simple nature of the Kroot’s

goals and purely mercenary loyales are easily idened

with. Addionally, each race bears the other with

mutual respect to their complex clan cultures.

The Kroot

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17Codex: Demiurg Warhost

THE SIEGE OF GAMORAN

The earliest known encounter with Hive Fleet Gorgon was an

aack on the isolated mining colony on the mineral rich moon

named Gamoran.

The Demiurg mining colony lay at the very edge of space, at

the extreme east of the galaxy. Commerce vessels in orbit

around Gamoran reported faint returns at the extreme edge ofsensor range. As the fast-moving signatures rapidly approached

they were conrmed as Tyranid bio-vessels.

 

The commander in charge of the forces garrisoned on Gamo-

ran ordered the commerce vessels in orbit to evacuate the

system. Warnings and calls for reinforcements were com-

municated to their Stronghold Fleet as the automated orbital

defence plaorms opened re with lance baeries and devas-

tang long ranged ion weapons. The eeing commerce ships

were set upon by devouring bio-vessels before their warp core

drives were fully charged. The containment breaches caused

by the aacking Tyranid ships caused the unstable propulsionsystems to overload, the resultant rip in space tore the living

ships screaming into the Warp. The defence plaorms were no

match for the unstoppable ferocity of the Hive Fleet and were

quickly overwhelmed and cast to the moon’s surface.

 

Spore mines drop from orbit disgorging hordes of Tyranid

creatures, many have not been encountered before by the

Demiurg. Details of these creatures are transmied to the

Stronghold Fleet along with a call for reinforcements.

 

The inial assaults by the Tyranid hordes destroy most of the

isolated mines spread across the moon but defenders manage

to collapse the subterranean highways connecng the mines to

their parent fored forge complexes.

 

Tyranids employ new strategies by deploying many of their

new creatures in subterranean aacks to bypass the defences

of the fored forges. Once the larger creatures had tunnelled

under the defences and come up into the complex itself many

of the smaller creatures would swarm through the tunnels they

create to sweep through the unprepared workers. Diverng

Warriors from the walls to deal with the new threat weak-

ened the outer defences, leading to the success of the Tyranid

ground forces. Once the walls were breached there was noth-

ing the defenders could do but ght on unl torn apart by theiraackers, their dying breaths cries of eternal hatred and oaths

of vengeance.

 

With the forges destroyed the only Demiurg sll ghng were

those in the Capital Bason. The Bason of Gamoran was

like the island at the centre of a hurricane, with the swarm

of Tyranid creatures swirling about it and crashing against its

walls like waves o uncaring rocky shores. The subterranean

assaults that worked so well against the outlying forcaons

were uerly useless against the fully garrisoned Bason. Every

aempt was repelled by wave aer wave of tunnelling torpe-

does red by massed arllery baeries of heavy mole mortars

and seismic mines deployed by termite transports ahead of

each assault.

 

With the uer failure of the tunnelling creatures the aacks on

the surface and in the air were stepped up and renewed with

even greater ferocity. Deployment of giant bio-tans newly

spawned by the hive ships in orbit.

 

Focussed defensive re pushes the horde back from fortress

doors

 Doors open, out roll super-heavy vehicles (colossus anked by

land trained, followed by cyclops)

Large spore drops from orbit and the dread form of a Domina-

trix bursts forth.

Dominatrix focuses the will of the hive mind and increases the

ferocity of every aack. The Bason walls held rm against

everything the havening hordes could throw at them. Even

the most devastang bio-weapons barely making a mark on

their stony surface. With a deafening roar that echoed to the

very depths of the Capital Bason the Dominatrix, along witha host of bio-tans, charges across the baleeld. Ignoring the

masses of lesser creatures crushed by their headlong charge

the gargantuan creatures smashed into the walls. The devastat-

ing impacts opened great cracks in the stoic defences. With

teeth and claws limbs the size of bale tanks, the Dominatrix

tore away at the cracks.

The Siege Of Gamoran

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Codex: Demiurg Warhost18

The core of Demiurg society revolves around the Clans. Every

member of a Clan is related to every other by blood or by

oath, and their Lord can trace their bloodline back through the

generaons to the Clan’s founding Ancestor.

Below is an outline of the standard military organisaon for a

Clan. Formaons are broken down into their constuent units.Those units presented in black form the core of the formaon

and are the minimum that are always included. Those units

shown in red are addional units that may be present within

the formaon. This means that the strength of each Clan can

vary greatly, but even the smallest is at least one hundred and

ten warriors strong.

Clan• 1 Lord

• 11 Warrior Kindreds, Miner Kindreds

• 1 Warlord

• 1 Guild Master• 1 Living Ancestor

• 3 Thunderer Kindreds

• 6 Support Weapon Baeries

• 3 Tarantula Sentry Groups

ENFORCER HOST• 8 Enforcer Kindreds

BIKER GUILD• 6 Guild Bike Secons or Guild Trike Secons

• 1 Guild Master

• 3 Guild Biker Secons or Guild Trike Secons

IRONGUARD HOST• 4 Ironguard

THE CLANS

SUPPORT FORMATIONS - Up to 2 per Clan

Hearthguard

• 6 Hearthguard Kindreds

• 1 Living Ancestor

Gyrocopter Wing

• 5 Iron Hawk Secons, Iarann Iolairean

Robot Cohort

• 5 Crusader Reconnaissance Groups or Bale Robots

Super-Heavy Support

• 1 Leviathan, Colossus, Cyclops or Hellbore

• 1 Living Ancestor

Thunderer Baery

• 5 Thunderer Kindreds

Grand Baery

• 9 Support Weapon Baeries

• 3 Support Weapon Baeries

• 3 Tarantula Sentry Groups

• 3 Thunderer Kindreds

WAR ENGINE FORMATIONS - 1 for every 2 Clans

Overlord Secon

• 3 Overlord Armoured Airships

Goliath Baery

• 2 Goliath Mega-Cannons

• 2 Thunderre-armed Support Weapon Baeries

Land Train Mobile Fortress

• 1 Engine

• 1 Bale Carriage (any type)

• 1 Living Ancestor

• 3 Dragon Bale Carriages

• 1 Bomb Bale Carriage

2 Mortar Bale Carriages• 3 Enforcer Bale Carriages

The Clans

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19Codex: Demiurg Warhost

Stronghold FleetsAt the direcon of Ancestor Lord Ruairi Redmane the Hold

Ships gathered together in echo of the old ways. In each eet

of Hold Ships a single vessel was chosen as their agship.

These lead ships were built upon even more and became the

Stronghold Ships. These ships and those aligned with them

were termed Stronghold Fleets and were named aer the Liv-

ing Ancestors who act as their gureheads.

There are currently only a small handful of sizable Stronghold

Fleets although there are many smaller eets that do not yet

have enough resources to build a Stronghold Ship. The strong-

est and most commonly encountered Stronghold Fleets are

Fleet Redmane, Fleet Fellmire and Fleet Blackrock.

The Stronghold Fleets sailed the void mining asteroids and

mineral rich moons but never seling on any worlds, instead

preferring to connue the nomadic lifestyle they had lived for

so long. The eets are not only made up of Hold Ships: thereare many smaller vessels under their command. Each Strong-

hold and Hold Ship produces and maintains their own mer-

chant, mining and escort vessels as well as squadrons of aack

cra.

The Demiurg Homeworld vessels are vast beyond compare; the

smallest Hold Ships dwarng the largest Imperial star bases.

Stronghold Ships are unimaginably large, ranging up to the size

of small moons and home to millions of Demiurg. Each of these

ships is home to one or more clans.

The most commonly encountered Demiurg vessels, their Com-merce Class ships, are a match for all but the largest Imperial

baleships. These vessels, while not dedicated warships, carry

the Demiurg forces in planetary assaults. The Demiurg bale-

ships are vast beyond compare and are very rarely seen by any

outside their secreve culture, as they are usually tasked with

protecng the Stronghold Fleets. The few reports on the De-

miurg baleships have been given by cowardly Imperial Navy

Captains who ed rather than face them in bale.

THE STRONGHOLD FLEETS

Demiurg Ship Classes

Homeworld Vessels

Stronghold Ship - 300+ Clans

Hold Ship - 100-300 Clans

Baleships

Kraken Class - 20 Clans

Hydra Class - 10 Clans

Proteus Class - 5 Clans

Engineers’ Guild Forge Vessels

Cait Sidh Class - 1 Clan plus 3 Biker’s Guild Formaons

Commerce Vessels

Stronghold Class - 3 Clans

Bason Class - 1 Clan

Escorts

*** Class - Torpedo Frigate

*** Class - Lance Frigate

*** Class - Bombardment Frigate

Stronghold Class Commerce Vessel Bason Class Commerce Vessel

The Stronghold Fleets

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Codex: Demiurg Warhost20

The Imperium and the MechanicumOnce allies and friends the Demiurg now regards the Imperium

with outright loathing. Fed by the broken oaths and betrayals

of the Imperium the Demiurg ever seek vengeance against the

forces and instuons of the Imperium wherever they nd

them. Uncharacteriscally the Demiurg do not bear special

enmity towards the ignorant human populaons but rather

to the instuons that broke the bonds of Clan, diplomac

agreements and trade partnerships when they le the enre

Demiurg race to their inevitable fate at the claws and teeth of

the Tyranids.

The Tau EmpireOver the last few hundred years the Demiurg have had muvh

contact with the Tau and the other races of their empire. Trade

between the nomadic Demiurg commerce vessels and the Tau

Empire has been highly protable for both sides.

The Demiurg and Tau have traded much technology, most

notably the Ion Cannon weaponry developed by the Demiurg.

Although the Demiurg see the air and water castes as weak

they respect the honour of the re caste, the ingenuity of the

earth caste and recognise the role of the Ethereals as similar to

that of the Living Ancestors.

TyranidsThe Demiurg hold a special loathing for the Tyranids, in all of

their multude of forms, for the destrucon of the Home-

worlds and the devastaon of the Demiurg race. They will seek

to pulverise them to paste wherever they are found.

NecronsThere have been very few instances of conicts between the

Demiurg and the Necrons although such instances are increas-

ing rapidly due to the dead worlds inhabited by the sleep-

ing Necrons oen being rich in mineral resources and other

similaries to the Homeworlds. Engagements between the two

in space are usually marked by a brief moment of intense re

followed by either or both sides rapidly disengaging.

TRADE AND TREATIES

The Orks and EldarOnce, the Demiurg traded openly with the Orks and Eldar, ex-

changing their vast mineral wealth and technological experse

for food, knowledge and military cooperaon. Without show-

ing favour to one race over the other, the Demiurg maintained

a peaceful neutrality, and many a war was fought against the

forces of Chaos by Eldar, Orks and Demiurg Warriors stand-

ing side by side. This came to an end when an ambious Ork

Warlord looked on the rich mines of the Demiurg with jealous

eyes. When the Waaagh! destroyed several Homeworlds, steal-

ing valuable resources and taking brave Demiurg as slaves, calls

for aid were sent to the Eldar but their pleas fell on deaf ears.

From then on both Orks and Eldar were regarded as treacher-

ous, untrustworthy and cowardly.

Followers of ChaosThe forces of Chaos have always been enemies of the Demiurg,

since the earliest days of the colonies, and the Demiurg have

never relented in their struggle against the Dark Gods. Even in

the far reaches of the Eastern Fringe, far from the Eye of Terror,

worlds are riddled with the corrupon spread by the followers

of Chaos.

OthersThe Demiurg hold no special regard for the multude of other

alien races that exist in the galaxy. They will trade with any who

are willing and ght any who are hosle towards them. The

few who do chose to aack the ambassadors and merchants of

the Demiurg soon nd themselves bombarded from orbit and

having their cies levelled by severe arllery re. The Demiurg

will oen punish in such a manner then leave. They would not

consider exterminang a species for their ignorant hoslity.

Trade & Treaes

AlliesThe Demiurg have the following allies opons:

Trade Partners (Bale Brothers):

Tau Empire, Kroot, Space Wolves.

Temporary Contracts (Allies of Convenience):

Imperial Guard, Space Marines.

Hosle Negoaons (Desperate Allies):

Eldar, Orks.

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21Codex: Demiurg WarhostDeath of The Homeworlds

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Codex: Demiurg Warhost22

This secon of the book details the forces used by the Demiurg

 – their weapons, their units and some famous special charac-

ters that you can chose to use, such as the Ancestor Lord Ruairi

Redmane and the Guild Lord of Fleet Fellmire, Donald son of

Ragnal. Each entry describes the unit and gives the specic

rules you will need to use them in your games of Warhammer

40,000. The army list given later refers to the page numbers ofthese entries, so you can check back as you pick your force.

The Forces of the Demiurg secon is sub-divided into two

parts. The rst part describes all of the troops elded by the

Demiurg, including the special characters, while the second

part details the Demiurg’s armoury of weapons and equip-

ment.

Special RulesThe models in the Demiurg army use a number of special rules.

Where those rules are unique to a parcular troop type, they

are detailed in that unit’s besary entry. Any special rules thatare not explained in the unit’s besary entry can be found in

the Warhammer 40,000 rulebook.

Unique EquipmentThe army list at the back of the book shows all the standard

and oponal wargear available to a parcular model. You will

nd that some items of equipment are unique to parcular

characters or units, while others are used by more than one

unit. When an item is unique it is detailed in the entry for its

owning unit; otherwise it is detailed in the wargear secon.

FORCES OF THE DEMIURG

Special Rules

All Demiurg have the Adamanum Will and Night Vision universal special rules from the Warhammer 40,000 Rulebook as well as

the Squat special rule described below.

Squat: The Demiurg are short and stocky in build, lowering their centre of gravity and making their bodies more stable. Demiurg

always count as being staonary when ring Rapid Fire weapons during the SHoong Phase, and may charge into close combat

during the following Assault Phase.

Through millennia spent in the murky depths of vast mines and industrial complexes, the Demiurg have developed exceponal vi-

sion in low light, and their hearing is heightened to the point where they can navigate in complete darkness.

Spoer: Some units in the army have a special rule called Spoer. These Spoers would move into advanced posions and ‘spot’

enemy targets for arllery crews, drascally increasing the accuracy of their barrages. Units with this rule have a single model

designated as the Spoer. To spot an enemy unit, the Spoer selects a single enemy unit in line of sight and within 24” during the

Shoong Phase, the unit is then considered to be Spoed for the remainder of the shoong phase. If a model chooses to spot an

enemy unit they may not re any ranged weapons, nor may they charge during the Assault Phase. Any Barrage weapons red byfriendly Support Weapon Baeries at the Spoed unit will always reduce the distance rolled on the scaer dice by their Ballisc

Skill, whether the ring unit can see the target or not.

Forces Of The Demiurg

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23Codex: Demiurg WarhostBesary

Ancestor Lord Ruairi Redmane, Warlord of Fleet Fellmire

WS BS S T W I A Ld Sv

Ruairi Redmane 6 5 5 4 4 5 4 10 2+

SPECIAL RULES

Stubborn, Eternal Warrior, Independent Character, Psyker,

Mastery Level 3, Adamanum Will, Night Vision, Squat

Supreme Commander & Foresight: See the Living Ancestor

Besary entry for details.

Grudge of Ages: Ruairi Redmane has lived for so long that

he remembers grudges long forgoen by even the oldest of

Ancestor Lords. Ruairi Redmane, and any unit he joins, benet

from Hatred against all enemies, except for other Demiurg

armies.

Ascendant Spirit: Ruairi Redmane knows all poychic powers

from the Spirit Powers discipline and the Dominaon Spirit

Power described below.

WARGEAR

Armour of The Ages: Counts as Exo-Armour. Bonuses included

in the unit prole. In addion, the Armour of The Ages incor-

porates a powerful refractor eld, granng the wearer a 4+

Invulnerable Save.

Spear of Taranis: Counts as a Sennel Spear. See the Ironguard

Besary entry for details.

Dominaon: The will of Ruairi Redmane is so strong it can

overcome the minds of his enemies. Using the power of the

Ancestor Spirits he is able to reach into another being’s mindand wrest control of their body from them.

Dominaon is a Psychic Power that may be cast during the

owning player’s Movement Phase. To use Dominaon Ruairi

Redmane may not move during the Movement Phase, but may

be used as normal thereaer.

Select a single-model enemy unit within 18”, and in line of

sight, of Ruairi Redmane as the target of Dominaon. Vehicles

and Monsterous Creatures may not be targeted by Domina-

on. Roll a D6 and add the Leadership value of Ruairi Red-

mane. The owning player of the target model rolls a D6 and

adds the Leadership of the target model (models without a

Leadership value will count as having Leadership 10). If the

result of the target’s roll is higher than that made for Ruairi

Redmane take no further acon. If the result is equal to or

lower, the target suers from Dominaon.

A model suering from Dominaon is placed under the control

of the player who used the Dominaon Spirit Power for the re-

mainder of the turn and may not be used by the owning player

in the owning player’s next turn.

The family of Ruairi Redmane is unique among Demiurg

bloodlines; his father was a Living Ancestor, as was his great

grandfather and so on, all the way back to the great Taranis.

The Heirs of Taranis have always become Living Ancestors and

as such have always embodied the strength and longevity of

the Demiurg race. Taranis is generally regarded by the Demiurg

as a God Ancestor.

It is common pracce for a Living Ancestor to give up their past

life to dedicate themselves to their new posion as advisors

to the Lords and Warlords that lead their people. The Heirs of

Taranis are unique in having the singular honour of retaining

their Lordship unl they pass on to the Halls of the Ancestors.

Each Heir in turn takes up their dual responsibilies with pride

and honour.

It is not known just how old Ruairi Redmane truely is. What is

known is that over 7000 years ago, long before the destrucon

of the Homeworlds the line of Taranis seemed to be coming

to an end; the last of the Heirs of Taranis was on his deathbedwith no childeren to take his place. Upon his death, with no

one to lead them, the clan was on the brink of anarchy. It was

at this me that one of the stoic Ironguard, the silent sen-

nels that guard the vaults of knowledge, stepped forward and

revealed himself as the next heir. The Ironguard’s name was

Ruairi Redmane.

When the Tyranids aacked the Homeworlds, and it was

obvious that the Imperium had abandoned them, Ruairi was

amongst the rst to recognise this was a threat they could not

overcome alone and began evacuang his people, even as

Tyranid spores descended to the planet surface. Many couldnot escape in me and yet more were lost trying to escape the

living ships in orbit. All in all less than a quarter of the world’s

populaon escaped alive to join up with the other ships gath-

ered by the Leagues.

As the Tyranid hive eet surrounded the Homeworlds, cung

them o from the rest of the galaxy, the Leagues gathered

as many survivors they could together and, in desperaon,

ordered the ships to acvate their experimental Direct Warp

Propulsion Drives in order to escape what seemed like an

inevitable fate. It was Ruairi Redmane who made rst contact

with the Kroot.

Ruairi Redmane is regarded by many as the ulmate leader of

their peoples and swear oaths of loyalty to him as well as to

their own Lord, Stronghold and Guild. It is by his direcon that

the Hold ships drew together and he leads his people into bat-

tle from the fore, inspiring devoon far above duty or Clan.

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Codex: Demiurg Warhost24 Besary

WS BS S T W I A Ld Sv

Domnail 3 5 4 4 3 3(4) 3 10 3+

SPECIAL RULES

Eternal Warrior, Independent Character, Adamanum Will,

Night Vision, Squat

Arllery Commander: Donald son of Ragnal is amongst the

most procient arllery commanders amongst the Demiurg

and he is oen seen marching between gun crews barking

orders. Donald son of Ranald may join Support Weapon crews.

If he does so the whole Support Weapon Baery may use his

Ballisc Skill.

Amongst the many Guilds within a eet a single Guild Master

is elected to lead the focus of technological development.

Domnail son of Ragnal is the current such Guild Lord of Fleet

Fellmire and, at just over one hundred years old, is the young-

est in known history to hold the posion.

Starng as a lowly greaser Domnail showed an umprecedented

aptude with both machinery and mathemacs. He rose

swily through the ranks of his Guild, making many advances

in mechanisms for arllery mounts and targeng systems.

Not only demanding respect, as his posion is due, he is highly

regarded as the most skilled arllery commander, able to drop

shells dead on target with incalculable accuracy.

Domnail son of Ragnal, Guild Lord of Fleet Fellmire

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25Codex: Demiurg WarhostBesary

WS BS S T W I A Ld Sv

Ancestor Lord 5 4 4 4 3 4 3 10 4+

Living Ancestor 4 4 4 4 2 3 2 10 4+

SPECIAL RULES

Stubborn, Eternal Warrior, Independent Character, Psyker,

Adamanum Will, Night Vision, Squat

Mastery Level: Living Ancestors have an Mastery Level of 1,

and Ancestor Lords have a Mastery Level of 2.

Supreme Commander: Living Ancestors have lived for many

years and their wisdom and experience is invaluable on the

baleeld. Any friendly Demiurg units with at least one model

within 12” of the Living Ancestor may use his Leadership for

Morale and Leadership Tests.

Grudge Bearer: The betrayals dong the Demiurg’s past have

ingrained a bier hatred of those who broke their oaths and

turned against them, as well as to the Tyranids for the destruc-

on of the Homeworlds. It is the Living Ancestors’ task to

remember these grudges and make the perpetrators pay their

debts with their own blood. Characters with this special rule,

and any unit they join, count as having Hatred (Tyranids, Orks

& Eldar).

Foresight: Living Ancestors benet from long lifemes of wis-

dom and are highly acomplished baleeld commanders. They

are also able to gain insights from the Ancestors who have

gone before them. Their combined experiences can predict the

ow of bale and advise their descendants on the best course

of acon. The owning player may re-roll 1 roll per turn madefor any Living Ancestor, Lord or Warlord in their army.

Demiurg typically live for about three hundred years but a

small percentage are able to live much longer. If a Demiurg

lives to see their four hundredth year their longevity is greatly

increased and they can expect to survive at least to the age of

eight hundred. The ny proporon of Demiurg that live to such

a great age are treated with enormous respect and become

known as Living Ancestors.

Living Ancestors are venerated as tangible members of the

group of Ancestor Spirits that watch over the Stronghold. Their

long lives have lled them with wisdom so they are their Lord’s

most favoured and trusted advisors. On occasion a Lining An-

cestor accompanies a Warlord into bale to advise him on the

best plans to bring victory.

As the Living Ancestor grows older he starts to develop potent

psychic powers, oen of a protecve or precognive nature.

Psychic ability is virtually unknown amongst normal Demiurg

so they are another factor that makes Living Ancestors dou-

bly venerated. Once a Demiurg becomes a Living Ancestor itis usual for them to give up their posion and possessions to

ascend to their new posion as the embodiment of the clan’s

tradions, pride an honour. There is however an excepon to

this rule. When it becomes clear that a Hold’s Lord is becoming

stronger and tougher at the age of three hundred rather than

being worn down by the passage of me they take on the role

of Ancestor Lord. They connue to lead the Hold but also take

on the responsibilies of a Living Ancestor.

WS BS S T W I A Ld Sv

Warlord 5 5 4 4 3 3 3 10 4+

Lord 4 4 4 4 2 3 2 10 4+

SPECIAL RULES

Stubborn, Independent Character, Adamanum Will, Night

Vision, Squat

Every Hold Ship is commanded by a Demiurg Lord, who is the

head of a clan. Each Hold Ship is home to a single clan and so

everyone aboard is closely related. This system ensures a high

level of devoon through the ranks and discourages unscrupu-

lous commanders sending their subordinates into dangerous

situaons without care. As the clan’s populaon increases,

more levels and secons are added to the Hold Ship.

Warlords are the hereditary rulers of an enre group of relatedclans and have been trained since birth to be a leader in both

war and peace. Warlords are the pinnacle of Demiurg society;

they hold the ulmate authority and are answerable only to

the Ancestors.

A Demiurg Warlord is also the commander of their eet’s

Stronghold Ship. On the baleeld he not only forms the focus

of the Stronghold, but he also acts as a great source of inspi-

raon to the soldiers under his command, and to constantly

remind them of their duty to their ancestors.

As the leader of an enre Stronghold Fleet, a Warlord has

access to the most advanced and innovave technologies avail-

able. They march into bale wearing suites of exo-armour and

wielding powerful weapons. Warlord are always seen in the

thick of the ercest ghng, earning themselves great renown.

Living Ancestor

Lord

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Codex: Demiurg Warhost26 Besary

WS BS S T W I A Ld Sv

Guild Master 3 5 4 4 3 3 2 10 4+

Guild Engineer 3 5 4 4 2 3 2 9 4+

SPECIAL RULES

Independent Character, Adamanum Will, Night Vision, Squat

Arlleryman: A Guild Engineer that has going a unit of arllery

counts as a crew member.

Siege Specialist: The Demiurg are experts at siege warfare,

whether oensively or defensively. A guild engineer with the

siege specialism can improve friendly defences before bale,

or undermine enemy defences. Aer set-up, select one piece

of terrain. You can then choose to either improve or reduce the

terrain feature’s cover save by one.

WARGEAR

Fabricator Harness, Targeng Module

Each guild is divided into many dierent lodges, each lodge is

ruled by the oldest and most respected Engineer, and amongst

them one is chosen to rule over the enre guild. This Engi-

neer is known as the Guild Master. Guild Masters are privy to

many of the secrets of the Stronghold Ships’ construcon – its

secret passages and hidden defences. They are responsible for

coordinang the maintenance and repair of the ship as well as

leading the lodges in me of war.

There are many Demiurg Guilds, whos inuence can span

several eets. Each Guild is an enrely self-supporng instu-

on with numerous lodges dedicated to a dierent technology

or discipline. The extent to which a lodge specialises varies

widely. For instance, one lodge may encompas every aspect of

propulsion technology, while another may be enrely focused

on the design and manufacture of nails.

The Guilds have an inuence on every level of Demiurg society,

with engineers found on every ship and within every commu-

nity and clan.

In bale Guild Masters will ght in the style that best suits

their own speciality. They will usually either be arllery special-

ists, joining formaons of support weapons and lending their

considerable experience to get the gun crews ring faster and

more accurately. Others will don ancient exo-armour that has

been passed down from predecessor to successor over the

centuries and roars into bale on a heavily modied reinforced

trike. These Biker Guild Masters lead squadrons of Guild bikes

or trikes in bale inspiring them to greater acts of bravery.

Guild Engineer

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27Codex: Demiurg WarhostBesary

WS BS S T W I A Ld Sv

Hearthguard 4 4 4 4 1 3 2 10 4+

SPECIAL RULES

Stubborn, Adamanum Will, Night Vision, Squat

Royal Dues: The Hearthguard not only act as bodyguard for

their Lord, but also as leaders to those with less baleeld

experience. Before the bale, each Hearthguard has the opon

of being split-o from his unit and assigned to lead a Warrior

Kindred. Only one Hearthguard may join each Warrior Kindred

in this manner. Hearthguard count as Characters and so can

issue and accept challenges, and may make Look Out Sir rolls.

A Lord or Warlord’s closest relaves will march out alongside

them into bale as Hearthguard. They wear ornate armour

styled to reect those worn by the oldest Ancestors. Being of

the royal house, desned to a life of leadership, the Hearth-

guard are well trained in the arts of war in all its forms. The

doors to the royal armoury are open to these warriors, to arm

themselves however they choose. They are as adept at ghng

in the thickest melee as they are at picking their enemies o at

range.

These soldiers of royal blood oen join the levies of Warrior

Kindreds, leading their younger and less experienced clans-

men, urging them to greater acts of bravery and stoicism.

Some Hearthguard will form units together rather than leading

others. Their royal privileges insuring these troops are amongst

the best trained, armed and armoured in any Demiurg force.

The Hearthguard oer a very exible choice. Their proles are

slightly beer than standard Warriors, and have access to a

wide selecon of weapons and equipment that can be tailoredto your desire. Hearthguard may also be aached to lead units

of Warrior Kindreds, boosng the eecveness of your basic

troops.

The Ironguard are specialists at geng up close to your en-

emies and engaging them head on. They come equipped with

the best armour, and carry weapons ideal for their role. The

whole unit may choose to exchange all of their weapons for

Sennel Spears and Repulsor Shields, equipment unique to the

Ironguard, which make them a fearsome close combat unit at

the cost of ranged repower.

WS BS S T W I A Ld Sv

Loremaster 5 4 4 4 1 3(4) 3 10 2+

Ironguard 4 4 4 4 1 3(4) 2 10 2+

SPECIAL RULES

Stubborn, Adamanum Will, Night Vision, Squat

WARGEAR

Exo-Armour: Bonuses included in the unit prole.

Repulsor Shield, Sennel Spear

Knowledge is the Demiurg’s most valuable possession, shortly

followed by metal, stone and ale. Every Hold Ship has, at its

core, a vast library lled with row upon row of databanks and

dusty old books. The libraries of the Demiurg contain some of

the oldest surviving technologies, some from even before the

Golden Age of Technology. Every piece of technology discov-

ered or invented by the Demiurg eets is stored in these librar-

ies and the rare destrucon of a Hold Ship and the knowledge

aboard is a loss mourned by the whole race. It has been knownfor eets to abandon mining operaons and trade missions

to scour enre subsectors of wreckage in search of surviving

artefacts.

With such reverence paid to the libraries it is only natural that

they be guarded by the best warriors in the eet. Armed with

the most advanced equipment and training, these Warriors

defend the artefacts of the libraries with fanacal devoon.

While almost exclusively bound to the Hold Ships the war-

riors that form the Ironguard may be ordered into bale by

a Stronghold Fleet’s Warlord, usually to aid in the capture or

protecon of an important artefact.

On the baleeld, the unwavering stoicism and devoon to

duty that typify the Ironguard is akin to an unmovable moun-

tain standing amid the tearing winds of a hurricane.

Hearthguard

Ironguard

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Codex: Demiurg Warhost28 Besary

Castellan: The Castellan class is an assault focused bale robot

developed for use against enemy armour and forcaons.

The two Assault Drills in the standard conguraon make it

parcularly eecve in siege and an-tank roles, and are com-

plimented by a heavy weapon armament.

Conqueror: The Conqueror class robot is designed for use

in baleeld situaons where heavily armed resistance is

expected. A major part of its design is the combinaon of

repower with heavy armour, and is widely used in assault and

an-tank roles

WS BS S T W I A Ld Sv

Cataphract 3 3 5 6 3 3 2 6 2+

Castellan 3 3 5 6 3 3 2 6 2+

Conqueror 3 4 6 8 4 3 2 6 2+

SPECIAL RULES

Monstrous Creature, Fearless

Unlike the Imperium the Demiurg make extensive use of auto-

mated systems and robots for a wide array of applicaons both

military and domesc. Robots are used in the most hazard-

ous condions; extreme temperatures and toxic atmospheres

amongst many others. On the baleeld robots are used for

extremely dangerous missions where the Lords would not wish

to send their warriors or where there would be lile chance of

gaining honour or renown.

These robots are designed to withstand large amount of weap-

ons re and bring their own weapons to bear. Enemy com-

manders have oen been surprised to nd their most heavily

defended posions under assault. The distracon this can

cause creates openings that the Demiurg quickly exploit.

Cataphract: The Cataphract class is a heavily armoured

general-purpose bale robot designed for use in a wide range

of baleeld situaons. It mounts a range of weapons for vari-

ous purposes, and although it is regarded by some command-

ers as a jack of all trades and master of none, its versality ina wide range of roles makes it a highly deployable and popular

machine.

WS BS S T W I A Ld Sv

Crusader 3 3 5 5 2 3 2 6 3+

SPECIAL RULES

Relentless, Fearless, Scout, Spoer

The small Crusader class robots are deployed in advance of the

main host, their primary purpose to scout enemy posions and

withdraw, but are more than capable of defending themselveswhen forced. The Crusader Reconnaissance Robot is a light,

agile, lightly armoured robot, designed to move in quickly and

deliver a telling blow. It is generally used in an-personnel

mode, and is very popular, having proved itself to be very ef-

fecve in hunter-killer operaons. The Crusader is not gener-

ally used where heavy resistance or strong concentraons of

enemy armour are expected.

Sappers are experts with explosives, melta weapons used in

demolions and ame weapons to clear tunnels of infesta-

ons. These units are able to arrive from using deepstrike,

and the Termite transports are ideally suited to ensure they

can disengage once their target has been destroyed and allow

them to redeploy where needed.

WS BS S T W I A Ld Sv

Elder 3 4 4 4 1 3 2 9 4+

Clansman 3 4 4 4 1 3 1 8 4+

SPECIAL RULES

Adamanum Will, Night Vision, Squat

Undermining: Sappers are experts in demolion, and as such

count as having the Tank Hunters special rule when aacking

buildings and forcaons.

Mining rich mineral deposits from the asteroid elds of the

Eastern Fringe are a large part of life for the Demiurg. Over

their long lives the Demiurg amass vast personal wealth. Even

aer compleng their compulsory term of service the Demiurg

are expected to take to the baleeld when called upon by

their Lord during desperate mes. When miners go into bale

they take their unique skill set with them. Miners form special

sapper units that perform several vital roles; they are responsi-

ble for raising defences, building bridges and other engineering

tasks. Sappers are also the Demiurg Warhost’s demolions and

tunnel warfare experts.

Tunnelling underground, the sappers move right under the

opposing forces, emerging behind enemy lines to destroy oen

unprotected targets. Sappers frequently target long ranged re

support, giving friendly arllery free reign over the baleeld.In protracted campaigns they appear as if from nowhere to

aack supply lines then disappear just as quickly. In sieges they

undermine the enemy forcaons, planng explosive charges

to bring down the defences.

Bale Robots

Crusader Reconnaissance Group

Sapper Kindred

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29Codex: Demiurg WarhostBesary

make them beer able to engage dierent types of opponents.

Clansmen in Warrior Kindreds may also be equipped with

breach shields that increase their armour save. When taking

breach shileds, not all models in the unit need to be equipped

with them. This allows you to create a wall of shield equipped

warriors to protect the less well armoured members of the

unit.

WS BS S T W I A Ld Sv

Elder 3 4 4 4 1 3 2 9 4+

Clansman 3 4 4 4 1 3 1 8 4+

SPECIAL RULES

Adamanum Will, Night Vision, Squat

Mercenaries: Up to two Warrior Clans may be taken in a Tau

Empire army. The Warrior Clans do take up slots on the Force

Organisaon Chart but do not count towards compulsory

choices.

Demiurg Kindreds are amongst some of the toughest and brav-

est infantry in the galaxy. Made up of closely related clansmen

they form the main block of Demiurg ghng formaons. War-

rior Kindreds are the basic infantry in the army. Armed with

an Ion Carbine they excel at engaging enemy infantry at close

range and especially so in conned baleelds with limited

elds of re. At the age of twenty all Demiurg begin a ten year

term of service as part of a warrior kindred. At the end of this

term they have the choice to remain in military service, join an

Engineers’ Guild or go back into civilian life. Any who choose a

career in the military can apply for transfer to specialist roles in

one of the other units or remain with their kin within a warrior

Clan.

Warrior Kindreds are the backbone of the Demiurg army,

equipped with carapace armour and ion carbines, they are

adept at engaging the enemy at close ranges. Warriors also

have the opon of taking special weapons, giving them a

variety of opons that allows the player to tailor each unit to

posions to quickly engage targets in hand to hand combat,

slowing the enemies advance and drawing re. With oulank

they can be kept in reserve and come on to the baleeld,oen anking the enemy forces. Enforcers have the opon of

being equipped with grav-chutes, allowing them to arrive onto

the tabletop via deepstrike.

WS BS S T W I A Ld Sv

Elder 3 4 4 4 1 3 2 9 4+

Clansman 3 4 4 4 1 3 1 8 4+

SPECIAL RULES

Inltrate, Adamanum Will, Night Vision, Squat

Gun Fighter: Enforcers are experts at hand to hand reghts

and use their pistols to great eect as they dart around theiropponents in the swirling melee of close combat. During Close

Combat roll to hit as normal but resolve each successful hit us-

ing the Strength and AP values of the pistols.

The bravest and most inquisive clansmen are formed to-

gether into Enforcer Kindreds. The Enforcer Kindreds main duty

lies away from the baleeld. They are the law enforcementarm of Demiurg society and are also tasked with the defence of

Demiurg vessels from enemy boarding acons. On the bale-

eld these soldiers arm themselves with close ranged weapons

such as pistols and combat weapons and seek to engage the

enemy in hand to hand ghng. They are expert tunnel ght-

ers and excel at clearing buildings and forcaons ahead of

the Warhost’s advance. All Demiurg are doughty ghters but

Enforcer Kindreds are renowned for their tenacity and courage

against the most impossible odds, baling fearlessly against

even the mighest of opponents without thought for their own

losses.

Clansmen in Enforcer Kindreds are equipped with two weap-

ons for engaging the enemy in close combat. Although lacking

the range of the Warrior Kindreds, Enforcers benet from the

Inltrate special rule so are perfect for placing in advanced

Warrior Kindred

Enforcer Kindred

WS BS S T W I A Ld Sv

Oathbreaker 4 3 4 4 1 4 1 8 4+

SPECIAL RULES

Adamanum Will, Night Vision, Squat

In Demiurg society there is nothing more loathed than an oath-

breaker. Duty and honour are held most highly by the Demiurg,

and the shame of breaking an oath can drive them to insanity.

To regain their honour, an Oathbreaker must seek a glorious

death. On the baleeld these soldiers arm themselves with

close combat weapons and seek to engage the enemy in hand

to hand ghng. All Demiurg are doughty ghters but Oath-

breakers are renowned for their tenacity and courage against

the most impossible odds, baling fearlessly against even the

mighest of opponents without thought for their own losses.

Oathbreaker Kindred

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Codex: Demiurg Warhost30 Besary

The Guilds have always deployed secons of bikes armed with

an array of special weapons. Once it was common for the

Guilds to eld huge formaons of bikes, sent roaring across

the baleeld, they would sweep through the enemy. Now the

Guild bike squads primary role is to move in advance of the

main force, scoung out enemy posions and relaying the in-

formaon back to their commander. When bale is joined they

perform hit-and-run aacks against isolated targets whenever

the opportunity presents itself, they also help to protect the

anks of the slow moving infantry formaons from fast moving

enemy units.

WS BS S T W I A Ld Sv

Engineer 3 4 4 5 1 3 1 9 4+

Guildsman 3 4 4 5 1 3 1 8 4+

SPECIAL RULES

Scout, Adamanum Will, Night Vision, Squat

The Demiurg are not well known for speed and agility. Young

Demiurg greatly enjoy the freedom that comes with riding

at break-neck speed, but they soon grow out of it. However,

there are some Demiurg for which the thrill of speed and the

roaring of engines remains strong. In Ages past, these ‘deviant’

Demiurg nd themselves on the fringes of society, and band

together, forming their own Biker Clans. Now, many of the En-

gineer’s Guilds contain elements of those Demiurg who show

a certain aptude towards maintaining and riding these cycles.

There are even several Guilds enrely dedicated to them, but

are oen conned to the fringes of Demiurg society; their hot-

headedness frowned upon.

While they may remain outcasts amongst their own people,

the Biker Guilds sll hold to their dues and answer the call

to war. These units of guldsmen bikers are able to ank slow

moving armies while being able to rapidly move to intercept

swier opponents. It is not uncommon for units of bikers to

include at least one trike, able to mount a variety of potent

heavy weapons.

Bikes and trikes were used extensively for personal transporta-

on on the Homeworlds through the vast thoroughfares be-

tween a Hold and its outlying selements. The bikes and trikes

used by the Demiurg are a great example of their extensive use

of power elds as well as the advancements and adaptaons

they have made to the technology. These vehicles incorporate

miniature refractor elds into their structure. The eld genera-

tors create pulses of ‘hard air’ against the surface of the bike to

keep it stable at high speeds. Working in tandem with systems

that scan the ground around them the power elds can ‘ll

in’ uneven surfaces. These power elds also provide limited

protecon, helping to deect enemy re.

BS Front Sides Rear Hull Points

Iron Hawk 4 10 10 10 2

SPECIAL RULES

Scout

The smaller of the Demiurg Gyrocopters the Iron Hawk is

mainly deployed in the scoung role or as spong units for

the larger Demiurg tanks and arllery barrages. The Iron Hawk

is armed with a single weapon mounted in the nose or on the

underside for defence or to engage isolated enemy infantry.

BS Front Sides Rear Hull Points

Pegasus 4 12 12 10 2

TRANSPORT

Transport Capacity: A Pegasus has a transport capacity of 12

models

Fire Ports: One model may re from each side door.Access Points: A Pegasus has three access points, one each

side of the hull and one at the rear.

The Pegasus, a transport variant of the Iarann Iolair, is used

exclusively by the Enforcers in their law enforcement dues. In

the most extreme circumstances the Pegasus can transport En-

forcer Strike Teams to trouble spots far faster than their ground

vehicles. It’s most common role to provide airborne assistance

in tracking suspects. There is also a medical evacuaon variant

of the Pegasus.

Guild Bike Secon

Iron Hawk Close Support Gyrocopter

Pegasus Rapid Inseron Cra

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31Codex: Demiurg WarhostBesary

WS BS S T W I A Ld Sv

Crew 3 4 4 4 1 3 1 8 4+

Loader Robot 3 4 5 4 1 3 1 6 4+

Gun - - - 7 2 - - - 3+

SPECIAL RULESAdamanum Will, Night Vision, Squat

WARGEAR

Blast Shield, Gun Emplacement

The support weapons are grouped into baeries of up to 3

guns and the crews required to operate them. The guns found

in these groups are Thudd Gun quad mortars, capable of

pung out a withering hail of high explosive rounds, and Mole

Mortars that re tunnelling torpedoes that burrow up under

their target, detonang just beneath the surface, sending

infantry ying into the air and bogging down tanks. They can

also eld large an-tank weapons called Atomic Destroyers and

Thunderre an-aircra weapons. Each gun is crewed by two

Demiurg gunners and a robot used to load the massive shells

red by these immense weapons.

These arllery baeries oen form the core of Demiurg ar-

mies. Unlike most armies the Demiurg support weapon baer-

ies are the aacking force defended by the infantry rather than

the arllery supporng the infantry as they advance.

Loader Robots: Loader robots count as part of an arllery

gun’s crew. As long as the loader robot remains in a supportweapon crew then Thudd guns may re every turn.

WS BS S T W I A Ld Sv

Elder 3 4 4 4 1 3 2 9 4+

Clansman 3 4 4 4 1 3 1 8 4+

SPECIAL RULES

Inltrate, Adamanum Will, Night Vision, Squat, Spoer

Arllery baeries are oen accompanied to the baleeld by

spoer teams; small units of specially trained clansmen, whos

role is to move into advanced posions, and relay the distribu-

on of enemy forces to their parent support weapon baery.

With the accurate informaon of these experienced spoers,

the Demiurg are able to be more precise with their supporng

re.

Support Weapon Baery

Spoer Teams

WS BS S T W I A Ld Sv

Elder 3 4 4 4 1 3 2 9 4+

Clansman 3 4 4 4 1 3 1 8 4+

SPECIAL RULES

Adamanum Will, Night Vision, Squat

Thunderer Kindreds are the most heavily armed units in a

Demiurg Warhost, consisng of hardened veterans carrying

heavy weapons into bale aided by power-assisted armour.

The armour supplements their strength to enable them to li

the weapon and provides a stable ring plaorm. These suits

ulise a false gravity technology unique to the Demiurg that

xes the warrior in place stopping the weapons from knocking

them over when red. Thunderers supply withering supporng

re for the Warriors on the baleeld, devastang concentra-

ons of enemy troops or tanks and forming strong points to

hold the bale line.

Thunderer Kindred

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Codex: Demiurg Warhost32 Besary

BS Front Sides Rear Hull Points

Cait Sidh 4 13 12 10 3

The smallest armoured ghng vehicle used by the Demiurg

is known as the Cait Sidh. This dedicated tank hunter is armed

with the formidable atomic destroyer in a xed forward mount-

ing in the hull. The vehicle has a disncvely low prole and

thick front armour.

BS Front Sides Rear Hull Points

Cu Sidh 4 14 14 14 4

The Cu Sidh’s thick armour plates and mulple weapons sys-

tems make this tank not only one of the most heavily armed

in common use but also one of the toughest. The tank ploughs

forwards through the thickest enemy re, ring upon several

targets at once. The Cu Sidh is armed with a single twin-linked

main armament in a sturdy turret that is able to turn to face

anywhere in the vehicle’s front arc.

BS Front Sides Rear Hull Points

Iarann Iolair 4 12 12 12 3

TRANSPORT

Transport Capacity: An Iarann Iolair may carry one Tarrantula

Although more than competent at fabricang and maintain-

ing an-gravity systems the Demiurg nd that the simpler

system of horizontally rotang blades to create li much more

reliable and ecient to maintain. They make use of them in

their gyrocopters. These cra operate in similar roles to Space

Marine land speeders and Imperial Guard Vendeas but are

far more agile, able to make swi course changes and eva-

sive manoeuvres. Due to the eciency of this system, largerDemiurg gyrocopters are able to carry much heavier loads than

their Imperial counterparts, enabling them to be armed with a

greater array of heavy weapons or drop Tarantula sentry guns

into posion.

The iron eagle, named the Iarann Iolair in the Demiurg’s own

language, is the larger of the common Demiurg gyrocopters.

Armed with an array of heavy weapons, and the ability to carry

the tarrantula, The Iarann Iolair brings mobile repower to a

Demiurg army

Cait Sidh Tank Destroyer

Cu Sidh Bale Tank

Iron Eagle Gunship

BS Front Sides Rear Hull Points

Tarantula 3 10 10 10 2

SPECIAL RULES

Automated Fire System: The Tarantulas weapons are control-

led by an Automated Fire System.

The Tarantula automated defence system can be set up before

bale or dropped in place by low ying aircra or specially de-

signed Iarann Iolair Gyrocopters. Each Tarantula is armed with

a pair of heavy weapons, usually heavy bolters or lascannons.

Tarantulas are most oen deployed to protect supply lines and

other areas when infantry are unavailable. The Tarantulas ad-

vanced targeng systems are able to scan their surroundings,

assess threats and engage enemies as they appear. Although

designed for defence some commanders like to drop them in

behind the enemy to cut o lines of retreat and aack tanks

weak rear armour.

Tarantula Sentry Group

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33Codex: Demiurg WarhostBesary

BS Front Sides Rear Hull Points

Spartan 4 12 12 10 3

TRANSPORT

Transport Capacity: A Spartan has a transport capacity of 12

models

Fire Ports: Two models may re from the Spartan’s top hatch.

Access Points: A Spartan has one access point at the rear of

the hull and one on each side.

The Spartan is also a good example of Demiurg Engineers

taking STC designs and altering and enhancing them to their

needs. The Engineers took the RH1N0 template and increased

the toughness of its armour considerable while the redesigned

propulsion kept its speed up. Spartan transport vehicles will

usually have a cupola mounted heavy ion blaster to suppress

nearby enemy infantry and as light an-aircra defence.

A Spartan has a Troop Capacity of 12 and may carry units of

Warriors, Enforcers, Sappers, Thunderers and Hearthguard.

Characters may also be transported and sll count towards the

Carry Capacity limit.

BS Front Sides Rear Hull Points

Termite 4 11 11 10 3

SPECIAL RULES

Tunneller

TRANSPORT

Transport Capacity: A Termite has a transport capacity of 12

models

Fire Ports: None.

Access Points: A Termite has one access point at the rear of

the hull.

Tunneller: The Demiurg make extensive use of tunnelling

armoured vehicles during bale. These vehicles are either

adapted versions of machines originally designed for digging

passages under the surface of the Homeworlds, or specically

created for the baleeld.

Units with the Tunneller Special Rule may be kept in reserve

and enter play using the Deep Strike special rule, even if the

scenario being played does not usually allow reserves. Units

that have the Tunneller special rule arriving by Deep Strike will

never roll on the mishap table due to impassable terrain. Tun-

nelers do not treat dicult terrain as dangerous terrain when

arriving by Deep Strike.

If a vehicle with the Tunneller special rule scaers onto enemy

troops when arriving by Deep Strike, do not roll on the Mishap

Table but place it beside the enemy unit and resolve a TankShock on the enemy unit, Death or Glory may not be used

against a Tunnelling vehicle arriving by Deep Strike.

The smallest of the tunnelling vehicles commonly used by De-

miurg warhosts the Termite is able to carry and deploy troops

behind enemy lines to engage poorly defended support posi-

ons. A successful tunneller assault is able to neutralise the en-

emy’s long ranged re support, leaving the infantry vulnerable

to punishing massed arllery barrages.

A Termite has a Troop Capacity of 12 and may carry units of

Warriors, Enforcers, Sappers, Thunderers and Hearthguard.

Characters may also be transported but sll count towards the

Carry Capacity limit.

Spartan

Termite

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Codex: Demiurg Warhost34

Proles for the following ranged weapons are listed on the

Proles page of the Reference. Their full rules can be found

in the Warhammer 40,000 rulebook:

Flamer

Heavy amer

Inferno Pistol

Meltagun

Mul-melta

Sniper Rie

Arllery

The Mole Mortars were developed from mining equipment

used to place surveyor probes below the surface withouthaving to expend unnecessary me and resources digging test

holes. These military versions re a tunnelling torpedo that is

red directly into the ground and guided to their target, either

under direcons given by a controller or by using complex

guidance systems built into the torpedo itself. Once the tor-

pedo reaches its target it burrows up beneath them and deto-

nates just below the surface, sending infantry sprawling amidst

the blast and ying debris and causing vehicles to get bogged

down as they drop into the crater created by the blast.

The Thudd gun is a massive, quad-barrelled, heavy mortar

that is wheeled into posion before engaging the enemy andis turned and loaded by a specially built arllery robot at the

direcon of the Demiurg crew. The Thudd Gun is the most

common Demiurg arllery gun used and forms a core of large

weapon baeries that pummel the enemy with high explosive

shells.

Due to the volale weather systems of the Homeworlds the

Demiurg never seriously developed aircra. When they came

in contact with hosle forces they soon realised the weakness

to aacks from the air and immediately set about developing

weapon systems to clear the skies of enemy aircra.

Firstly the Overlord armoured airships were created. These

giganc zeppelins made from thick armoured plates bristled

with guns and oated high over the baleeld ring upon en-

emy bombers and ghters as they came in range. As a second-

ary measure a ground based an-aircra defence system was

proposed. The thunderre an-aircra gun res salvoes of four

large calibre, high explosive shells high into the air. The range

and power of the thunderre make it a formidable an-aircra

weapon.

Range Strength AP Type

Mole Mortar 12-60” 5 5 Heavy 1, Large Blast, Bar-

rage, Siesmic Shockwave

Thudd Gun 12-60” 5 5 Heavy 4, Blast, Barrage,

Pinning, Shell Shock, Slow

to Reload

Thunderre AA Gun 60” 6 4 Heavy 4, Skyre

Shell Shock: Units taking pinning tests as a result of taking wounds from a

Thudd Gun do so at -2 to their Leadership value. Thudd guns are slow to reload

and so may re for two turns but then must miss a turn whilst it reloads.

Slow to Reload: Thudd guns may only re for two turns in a row, then it must

spend a next turn to reload, during which it may not be red.

Siesmic Shockwave: Any units with at least one model hit by the blast tem-

plate move as if in Dicult Terrain in its following Movement Phase. If the

unit would already be moving through Dicult Terrain, roll one dice less than

normal to determine its maximum move. Vehicles hit by the template must

make a Dangerous Terrain test if it moves in the following movement phase.This even applies to skimmers, whose delicate grav-engines are pummelled by

shockwaves.

Hits against vehicles are always resolved against the target’s rear armour, to

represent the vehicle’s vulnerable underside. When aacking Bunkers or any

other terrain feature with an armour value, roll 2D6+Strength for armour

penetraon.

Demiurg Missile Launcher

Demiurg missile launchers, commonly known as hives or

swarm launchers, are amongst the most advanced launcher

weapons in the galaxy and the technology used in their con-

strucon is a closely kept secret. The weapon itself houses sys-

tems for determining targets, range-nding and atmosphericcondions. Rather than a single, self-propelled, projecle used

in convenonal missile launchers, the rounds used by Demiurg

swarm launchers are made up of dozens of micro-warheads

equipped with miniaturized an-gravity drives and complex

guidance systems. The array of informaon collected by the

launcher are fed into the guidance systems of each warhead

along with the specic detonaon paern to be used.

The weapon releases the warheads rather than ring them.

Once the ring chamber is opened the guidance systems im-

mediately acvate and the warheads rush to their designated

target like a swarm of insects. Once they reach the target they

will behave in one of two detonaon paerns, predetermined

by the rer. In one of these paerns, the Burst paern, the

warheads swarm around and through the target area, work-

ing themselves into gaps in armour, and detonate in a cloud

of plasma-re and dark, black smoke. If programmed for the

second detonaon paern, the Thunderspear paern, the war-

heads focus on a single point on the target and stream towards

it like a thrusng spear. Each warhead detonates on contact

with the target producing a powerful, staggering stream of ex-

plosions that can tear through thick armour plates and punch

gruesome holes through unprotected enemies.

Demiurg Missile Launcher Range Strength AP Type

- Frag Missile 48” 4 5 Heavy 1, Blast

- Krak Missile 48” 8 3 Heavy 1

- Flak Missile 48” 7 4 Heavy 1, Skyre

WARGEAR

This secon of Codex: Demiurg Warhost lists the weapons and equipment used by the Demiurg Warhosts, along with the rules for

using them in your games of Warhammer 40,000.

Weapons and equipment that can be used by more than one type of model or unit are detailed here, while equipment that is

unique to a single model or unit (including wargear carried by named special characters) is detailed in the appropriate entry in the

Forces of The Demiurg secon.

Wargear

Ranged Weapons

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35Codex: Demiurg WarhostWargear

They are aliens, granted. But if ever I witness an-other creature so furiously keen to wipe out the greenskinned scum, it could be a ship’s plasma-rat and Iwouldn’t think twice about having them fight by myside.

 Rogue Trader Ennumerius Skurien

Firestorm Missile System

This nightmarish weapon system is a most horric weapon for

enemy troops who nd that even the best of defences cannot

stop its rain of death from burning them alive with engulng

ames.

Firestorm Missile System 48” 5 4 Heavy 4, Blast, Barrage,

Ignores Cover, One Shot

Grenade Launcher

Grenade launchers are versale, man portable weapons capa-

ble of ring a range of deadly rounds. Each me the grenade

launcher res the controlling player can decide which round is

being used.

Grenade Launcher (Frag) 24” 3 6 Assault 1, Blast

Grenade Launcher (Krak) 24” 6 4 Assault 1

Ion Weapons

Ion weaponry generates a stream of high-energy parcles that

are accelerated by an electromagnec eld. These will react

explosively with the target as a result of direct transfer of en-ergy at the atomic level.

The ion weapons used by the Demiurg are one of the nest

examples of the technical experse that comes naturally to

them. The Demiurg have been able to reduce the size of the

parcle reactors created for the ion cannon, and so the weap-

ons themselves. The ion carbine is not only smaller than Impe-

rial rearms but has been calibrated to be more stable over

shorter ranges making it a weapon beer suited to combat in

the twisng passages of spacecra and labyrinthine tunnels of

mining complexes.

Ion pistols are the smallest ion weapons in the Demiurg arse-

nal, designed to be carried in one hand and small enough to be

used in the swirling melee of close combat.

Another product of the Demiurg’s experiments with ion

technology is the ion blaster. The weapon looks like a bulkier

version of the ion carbine. The extra space is taken up by more

powerful electrostac and magnec systems that increases the

weapon’s eecve range and focuses the stream of parcles

produced. While the rate of re is reduced the stream pro-

duced by the ion blaster is beer able to penetrate armour. A

larger version of the ion blaster, the heavy ion blaster, produc-

es stronger bursts of parcles at a staggering rate of re.

The mul-barrelled galing ion blaster uses the same ion

technology as much of the weaponry deployed by Demiurg

forces, but in a unique manner. Rather than the short bursts

red by other ion weapons the galing ion blaster res four

connuous steams of ions from rotang barrels. While the

individual streams are less powerful than the standard weap-

ons, the combined eects of the streams react violently with

each other as they spiral towards the target creang a much

more destrucve impact. The Tau Empire, using their knowl-

edge of the Ion Cannons gied to them by the Demiurg, have

aempted to create similar weapons but as yet have not beenable to rene the technology to the standard produced by the

Demiurg.

The pulse ion weaponry variant dieres from the more

common form in that rather than ring a stream of ionised

parcles they form the rogue ions into a dense ball, held by

a power eld, before ring. Upon impact with the target the

power eld generator at the ball’s centre deacvates, releasing

the stored ions in a devastang explosion.

The atomic destroyer is the pinnacle of parcle weapon

technology. In essence the weapon is four long-barrelled ionweapons combined to focus their re on a single point. Each

parcle beam has dierent properes that not only react

with the target, as other ion weapons do, but also with each

other. The careful combinaon of parcle streams contains the

explosive reacon within a controlled area, creang immense

penetrave potenal.

Range Strength AP Type

Atomic Destroyer 72” 9 2 Heavy 1, Ordinance

Galing Ion Blaster 24” 6 4 Heavy 4, Rending

Heavy Ion Blaster 24” 5 4 Heavy 1, Rending

Ion Blaster 24” 4 5 Assault 1, Rending

Ion Cannon 60” 7 3 Heavy 3

Ion Carbine 24” 4 5 Rapid Fire

Ion Pistol 12” 4 5 Pistol

Ion Pulse Cannon 48” 8 2 Heavy 2

Plasma Weapons

Unlike the Tech-priests of the Mechanicum, the Demiurg were

not afraid of experimenng with plasma technologies, includ-

ing weaponry. Where the plasma weapons of the Imperium are

poorly understood and maintained, those used by the Demiurg

are vastly more ecient, and reliable.

The Demiurg plasma carbine is signicantly dierent from

the Imperial plasma guns. They are more stable, making the

weapon much safer for the rer to use but the potency of the

plasma shot is lessened slightly. Following the same principals

that evolved the ion carbine, the plasma carbine foregoes

range for greater stability and accuracy over shorter distances.

Plasma pistols are the smallest variant in the plasma weapon

family. The destrucve fury is undiminished, although the

range and rate of re are less. Plasma cannons re a plasma

‘bolt’ that explodes on impact, generang the destrucve heat

of a small sun.

Range Strength AP Type

Demiurg Plasma Cannon 36” 6 2 Heavy 1, Blast

Demiurg Plasma Carbine 18” 6 2 Rapid Fire

Demiurg Plasma Pistol 12” 6 2 Pistol

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Codex: Demiurg Warhost36 Wargear

Close Combat Weapons

Rules for the following Melee weapons can be found in the

Warhammer 40,000 rulebook.

Close combat weapons

Power weapons

Thunder Hammer

Assault DrillThe Assault Drills used by the Demiurg are an example of

weaponry adapted from mining equipment. Powerful drills,

equipped with power elds that force away anything near its

surface, are used to tear into hard rock to extract ore, minerals

and anything else the Demiurg may want. In bale these As-

sault drills tear through the thickest armour with ease.

Runic Weapon

Runic weapons are not only superb close combat weapons but

act as a status symbol for the bearer. No Guild Engineer has the

knowledge or experse to create these weapons. The Ancestor

Spirits will somemes visit their most honoured descendants in

dreams and waking visions. It is through these visions that they

guide the hand of the Warrior in the forges to create the Runic

weapons. Producing crasmanship too ne for mortal skill, the

Warrior, possessed by the Ancestor Spirits, forges their mighty

weapon with intricate runes that glow with power. Into these

runes the Ancestors pour the ghng skills that can be drawn

upon by the wielder in the heat of bale. These weapons are

oen called Ancestor Weapons due to the origin of their cras-

manship and the gi of experience they bestow upon those

who carry them onto the baleeld.

Sennel Spear

The Ironguard oen march into bale weilding shimmeringspears that can propell a burst of energy. This form of runic

weapon seems to be unique to the Ironguard. A sennel spear

is both a ranged and close combat weapon.

Weapon Strength AP Type

Assault Drill x2 2 Melee, Armourbane, Specialist Wepaon,

Unwieldy

Runic Wepaon +2 3 Melee, Runic Weapon, Specialist Wepaon

Sennel Spear* +2 3 Melee, Runic Weapon, Specialist Wepaon

Runic Weapon: Aacks made in Close Combat with runic weapons are re-

solved at +1 Weapon Skill.

*Sennel Spears may be red in the Shoong phase as an Ion Blaster.

Breach Shields

Shields are a common sight amongst Demiurg warriors, and

many clans favour their use. Unlike the shilds of ancient days,

the Demiurg breach shields are constructed from incredibly

tough alloys that can easily withstand the weapons of the

41st millennium. The breach shields, so named due to their

eecve use in defending breached tunnel complexes, oer afurther level of defence for Demiurg Warriors.

Models equipped with a Breach Shield gain a 3+ Armour Save.

 A Breach Shield also count as a Close Combat Weapon. A

model armed with a ranged weapon with the Heavy type, or

a close combat weapon that requires two hands, cannot be

equipped with a Breach Shield.

Carapace Armour

The standard issue Carapace Armour worn by Demiurg war-

riors is made from overlapping composite ceramic-alloy plates

laid over an energy absorbing layer of fabrics designed to keepthe wearer’s body temperature at a constant level. These suits

were commonly worn by Demiurg miners working in areas

of high or low temperatures that were not at the extremes

required to wear exo-armour environmental suits, and by en-

gineers working in the colossal forges of the Strongholds, and

helped stop them from experiencing heat stroke, frostbite and

any number of related symptoms.

Carapace Armour of any design confers a 4+ Armour Save on

the wearer.

Exo-Armour

One of the most iconic images of the Demiurg at war are the

elite warriors clad in exo-armour. Developed from environ-

mental suits worn by miners working in the most extreme

environments, exo-armour is made from an alloy unique to the

Demiurg. This alloy is far tougher than anything in the Imper-

ium, giving a considerable degree of protecon, rivalling the

renowned taccal dreadnought armour worn by the Termina-

tors of the Adeptus Astartes.

Exo-armour confers +1 Iniave and a 2+ Armour Save upon

the wearer. Models in Exo-Armour also have the Bulky special

rule.

Repulsor Shield

During Close Combat, once all aacks have been made by both

sides, Ironguard equipped with Repulsor Shields may acvate

them. When acvated, any enemy infantry units engaged with

the Ironguard take a Strength test. If the test is passed nothing

happens.

If the test is failed, all models in the unit are pushed so that

they are 1” away from all models from the Ironguard unit that

acvated the shields. if there are no enemy models le within

1”, the Close Combat immediately ends, and models are no

longer engaged.

Note that because this is resolved before calculang combat

resoluon neither side will have won or lost the combat, so

neither side need take a Break Test, make Fall Back moves, etc.

Armour

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37Codex: Demiurg WarhostWargear

Rules for the following vehicle upgrades can be found in

the Warhammer 40,000 rulebook.

Extra Armour

Searchlight

Smoke Launchers

Automated Fire SystemThe Demiurg are masters of sophiscated programming and

specialise in arcial intellegences.

Weapons red by an automated re system do so at Ballisc

Skill 3 and may re at several dierent targets. Weapons red

by an automated re system are not eected by Crew Shaken

of Crew Stunned results on the Vehicle Damage Chart. When

a vehicle may take an Automanted Fire System is will note in

brackets which armament it controls.

Blast Shield

Guns equipped with a blast shield increase their toughness

value to 8.

Gun Emplacement

Models equipped with a gun emplacement gain a 5+ Cover

Save but this will be lost if the unit moves. Models equipped

with a gun emplacement must always be deployed at the be-

ginning of the game, even in games where the models would

normally have to be held in reserve.

Seismic Mine

Demiurg tunnelling vehicles can be equipped with Seismic

Mines. These mines are dropped behind the Tunneller as it

burrows under the baleeld and detonates once the vehicleis at a safe distance. The psychological eect Seismic Mines

has on enemy units is great as the fear of being aacked at

anyme, anywhere, aects their morale.

To use a seismic mine place the blast marker anywhere on the

table and roll for scaer as normal, do not deduct the vehicle’s

Ballisc Skill from the scaer distance. Note that this weapon

may only be used when the vehicle is in Reserve, not when it is

deployed on the baleeld.

Weapon Strength AP Type

Special 3 - Ordinance Barrage 1, Large Blase, SeismicShockwave

Demiurg Vehicle Equipment

You people do well at war because you treat it as a

religion. We do well because we treat it like a busi-ness. It is just a matter of outlook.

Warlord Hargir son of Brond, Gruben Stronghold 

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Codex: Demiurg Warhost38

Rules for the following grenades can be found in the War-

hammer 40,000 rulebook.

Frag grenades*

Krak grenades

Melta bombs

*See assault grenades

Ancestor StoneWhen the Demiurg were forced to ee from the ravaging Tyra-

nid hordes many took small stones as reminders of their home.

On every Hold Ship, at the centre of the Lord’s Court stands

a pedestal. Resng upon that pedestal is a block of stone en-

graved with the names of the Lord’s ancestors running back to

the Age of Betrayal. On occasion a Lord will take the Ancestor

Stone into bale, bearing it with pride upon their chest. Such a

tangible link to their revered Ancestors inspires great pride in

the descendants.

The model bearing an Ancestor Stone, and any unit they have

 joined, gain the And They Shall Know No Fear special rule.

Bionics

When a model equipped with Bionics is reduced to zero

Wounds place the model on its side instead of removing it from

 play. At the beginning of the owning player’s next turn roll

a D6. If the result is a 6 the model is stood back up with one

Wound remaining. On any other result the model is removed

 from play.

Clan Standard

For the Demiurg, duty, honour and kinship are the most potent

and dening aspects of their culture. To ght beneath the

colours of their revered Warlord is a great privilege and theywill ght all the harder, bolstered by the presence of the Clan

Standard. Standard bearers hold posions of great respect

amongst their kin as their duty is to safeguard the symbol of

the Clan’s pride and honour.

Friendly Demiurg units with one or more models within 12” of

the Clan Standard may re-roll failed Morale and Pinning tests.

In addion, the unit containing the standard bearer counts as

scoring one extra wound in close combat for the purposes of

calculang the assault result. A Hearthguard unit that con-

tains the Clan Standard cannot be split as per the Royal Dues

special rule.

Fabricator Harness

Demiurg engineers have the uncanny ability to design and

build tools on the spot for the task at hand. The fabricator

harness acts as a portable tool shop that the engineer can

program to produce the tools they need.

 An engineer equipped with a fabricator harness may aempt

to repair a single damaged vehicle they are in base to base

contact with at the start of the shoong phase. To determine

whether a repair is successful roll a d6. On a 1 to 4 the aempt

has failed, on a 5 or 6 the aempt has passed. A successful

aempt may be used to repair a single Immobilised or Weapon

Destroyed result, chosen by the engineer’s owning player.

Wargear

Special Issue Wargear

Grav-chute

It is common for Enforcer Kindreds to drop into bale amidst

their foes equipped with grav-chutes. While lacking the power

of jump packs they are able to slow their descent just before

they reach the ground.

Models equipped with grav-chutes may be deployed using theDeep Strike rules. When models equipped with grav-chutes

Deep Strike they only scaer D6” instead of the usual 2D6”.

Guild Bike

For some Demiurg the thrill of tearing across the baleeld

aboard powerful motorbikes never goes away.

Models equipped with a Guild Bike change their Unit Type to

Bike. A Guild Bike is equipped with a twin-linked ion carbine.

Guild TrikeModels equipped with a Guild Trike change their Unit Type

to Bike. A Guild Trike taken as poart of a Guild Bike Secon is

equipped with a single heavy weapon.

Refractor Field

As projecles, whether solid or otherwise, near the bearer of a

Refractor Field the power eld detects it and instantly solidies

the air in its path. Although this gives considerable protecon

there is sll a chance that the bearer may be hit by shrapnel or

caught in secondary detonaons before the Refractor Field is

able to detect the new threats.

 A model equipped with a Refractor Field gains a 5+ Invulnera-

ble Save. When arllery is equipped with a Refractor Field both

the gun and crew gain the 5+ Invulnerable Save.

Storm Field

The Demiurg Storm Field was developed from the Storm Shield

oen given to Terminators of the Astartes. Rather than being

projected around a shield, the Demiurg version projects the

considerable protecve power outward, forming a bubble

around the bearer.

 A model equipped with a Storm Field gains a 4+ InvulnerableSave against ranged aacks and a 3+ Invulnerable Save in close

combat.

Targeng Module

Guild Engineers are expert arllerymen and may join the gun

crews just like any other unit. Any Support Weapon crew

 joined by a Guild Engineer equipped with a Targeng Module

may use the engineer’s Ballisc Skill instead of their own.

 Do not think we bear you any ill-will. You were sim- ply in the right place at the right time or the wrongtime from your point of view.

Warlord Thargrim, The Red 

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39Codex: Demiurg WarhostWargear

The Grimhold League Homeworld Stone

Instead of bearing the names of a Lord’s ancestors, this Ances-

tor Stone bears the names of all of the lost Homeworlds of the

Grimhold League. While the league system no longer exists,

the descencents of the League’s Homeworlds hold their lost

kin in special reverence, and this stone holds great power for

them.

The bearer, and any unit they join, gain the Fearless special

rule.

The Runic Standard of Fleet Bellock

In the early days of the Age of Renewal, there was no common

consensus on what should be done. While the majority of the

newfound eets wished to remain hidden in the void to rebuild

their race’s strength, there were others who were determined

to return to reclaim the lost Homeworlds immediately and

seek vengeance against the tyranid eet that destroyed them.

Fleet Bellock was one such eet, and led an incursion into theank of the now retreang Tyranid hive eet. Their fule strike

drove a deep wedge into a thick tendril and wreaked terrible

damage upon the enemy, but even such losses were as noth-

ing to the vast scale of the enemy eet and Bellock’s warships

were swily surrounded and cut o. Only a few scaered

survivors managed to escape the slaughter, let by the mortally

wounded bearer of the Fleet Standard. While the eet was ut-

terly destroyed, the lesson had been learned, and the remain-

ing Demiurg would remain hidden. The standard itself had

become imbued by the souls of the dead of Fleet Bellock, and

the runes it bears glow with the fury of their hatred.

The Runic Standard of Fleet Bellock counts as a Clan Standard.

In addion, the bearer and any unit they join may choose to re-

roll any To Hit and To Wound rolls made during the rst round

of each close combat against Tyranids.

The Legacy of Golgotha

This ancient Demiurg-craed power weapon was carried into

bale by the legendary Imperial Inquisitor Horst as he led an

allied force to retake Armageddon Prime from the forces of

Chaos during the First Armageddon War. Horst was on the

nearby Demiurg world of Golgotha upon hearing of the inva-

sion of Armageddon. He swily gathered his allies there andmade haste to the stricken world, where he and his Demiurg

allies were victorious, banishing legions of bloodthristy dae-

mons back to the Abyss. Horst showed his characterisc sense

of honour, as he saved his allies from the Inquision’s betrayal

of the brave soldiers who fought to retake the world.

The Legacy of Golgotha is a power weapon with the following

 prole. In addion, against Daemons, to-wound rolls of a 6

made with this weapon count as Instant Death regardless of

the enemy’s Toughness.

Weapon Strength AP Type

The Legacy of Golgotha User 2 Melee

Chalan’s Mask of Bier Loathing

Chalan fought many great bales against the Orks during the

Age of Wars aer their betrayal, and the pain and rage of those

mes ate away at his very soul unl his face became xed in a

snarl of pure hatred. As the wars went on, bale upon bale,

Chalan was lost to wrath and his face hardened into a mask of

solid rock. Finally, upon defeang the Warboss that had de-

stroyed his home, Chalan’s body gently fell to ashes with a sigh

or release. All that remained was his stone features. Since the

me of the true Chalan, during the Age of Wars, the Mask has

been work by many in their struggles again the Greenskins.

The bearer of the Mask is immune to Fear, and causes Fear

against Orks.

The Guardsmen kept their heads down and concentrated on staying alive. Surrounded on three sides by the advanc-ing Orks, their every move was rewarded by heavy fire. Lieutenant Mortix and Commissar Granden were bothdead, and the survivors of the Second Platoon huddled into a group, using what cover there was and preparing tosell their lives dearly.

Sergeant Torvin looked up from his communicator. “Command’s sending some reinforcements!” He bellowed above

the noise. “We’ve just got to sit tight for a few more minutes, then we start our advance!” Trooper Brendon lookedup wearily.

 “What have they got left to send us?” He asked. “Land Raiders? We’ll need some real firepower to cut throughthese greenskins.”

The Sergeant smiled. Not quite Land Raiders, no,” He said, “Squats.” 

 “Squats? We’ll need half a Company to get out of this alive, let alone push forward!”

 Even as Brendon spoke over to the right there was a noise like a dozen thunderstorms at once. Four mobs of Orkswent down like wheat in a hurricane, and the others instinctively turned and dun in against the new threat.

 Sergeant Torvin smiled again as the snarl of half a dozen bulk-motors grew louder. Through the smoke, the silhou-ettes of a formation of heavy weapons trikes raced toward the Second Platoon, raining death on the Ork positions.

 “We’ve got our firepower.”

Fleet Relics

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Codex: Demiurg Warhost40 Spirit Powers

1 - DISRUPTION Warp Charge 1

The Ancestor Spirits roam the baleeld, invisible to all but

the Living Ancestors, seeking out enemy psykers and disrupng

their connecon to the Warp, oen weakening their defence

against the daemons who constantly seek to enter the material

realm through them.

Disrupon is a blessing that targets the Psyker. While the

power is in eect, the Warp Charge cost of psychic powers castby enemy psykers within 24” of the Living Ancestor is increased

by 1.

2 - AURA OF STABILITY Warp Charge 1

The power of the Ancestors ows around the Living Ances-

tor, weakening the inuence of the Dark Gods and the Warp.

Within this area of stability psykers nd the source of their

power distant and obscured.

Aura of Stability is a blessing that targets the Psyker and all

friendly units within 12”. While the power is in eect, and en-

emy Psyker wishing to target one of the aected units must roll

a 5+ to harness a Warp Charge instead of the usual 4+.

3 - SPECTRAL HOUND Warp Charge 1

The Living Ancestor calls upon the aid of the Cu Sidh; a giant

hound from the spirit realm. Legend tells that the shaggy,

green furred beast is a silent hunter, tasked with taking the

dead to the Spirit Realm. An aspect of the Cu Sidh comes into

being by the Living Ancestor’s side and, at a word from its new

master, dashes forwards to reap the souls of his enemies.

Spectral Hound is a focused witchre power with the following

prole.

Range Strength AP Type

Spectral Hound 12” 5 4 Assault D6

PSYCHIC POWERS

4 - MIGHT OF AGES Warp Charge 1

The Living Ancestor draws upon the might of the Spirits, feeling

their grasp upon his own. Weapons become light as air as the

strength of their Ancestors lls their muscles.

Might of Ages is a blessing that targets the Psyker. The Living

Ancestor increases the Strength (S) characterisc on their Unit

Prole by 2.

5 - ROCK FORM Warp Charge 1

The skin of the Living Ancestor thickens and toughens, taking

on a stony appearance. The stony skin joins with the Living

Ancestor’s rock hard bones and through their feet into the

ground; the Living Ancestor literally becomes a part of the

ground beneath their feet.

Rockform is a blessing that ltargets the Psyker. While the

power is in eect the Living Ancestor adds +1 to its Toughness

value.

6 - FURY OF THE ANCESTORS Warp Charge 1

The power of the Spirits ow through the Living Ancestor’sbody, infusing them with supernatural speed. They move faster

then would normally be possible, becoming a blur of moon,

tearing through the enemy.

Fury of The Ancestors is a blessing that targets the Psyker.

While this power is in play, the Living Ancestor increases the

Iniave (I) characteriscs on their Unit Prole by two, and

gains the Fleet Universal Special Rule. The Living Ancestor must

run during the Shoong Phase and charge during the Assault

Phase if there is an enemy unit within range.

FORCE DOME War Charge 2A Force Dome is a barrier that can be created by a Living An-

cestor, through which nothing may pass.

Force Dome is a psychic power that may be cast during the

Shoong Phase of the owning player’s turn. This power lasts

unl the beginning of the owning player’s next turn.

Pick any point within 12” of the Living Ancestor, models may

not move, use psychic powers or make aacks of any kind

through the edge of an area 5” in diameter around the target

point in all direcons, This area is the Force Dome. Line of sight

may sll be drawn through this area. Models within the area

may act normally but any movement, shoong and psychic

powers will be contained within the Force Dome.

SPIRIT POWERSLiving Ancestor spirit powers work in the same way as Psychic

Powers. Demiurg Psykers may instead generate powers from

the Divinaon and Telepathy disciplines detailed in the War-

hammer 40,000 rulebook.

The Force Dome Spirit Power is granted to Ancestor Lords in

addion to any other powers chosen as normal.

PRIMARIS POWERNULL BARRIER Warp Charge 1

The Living Ancestor forms the power of the Spirits into a bar-

rier of stability around themselves that is impervious to the

devices of the Warp.

Null Barrier is a blessing that targets the Psyker. While the

power is in eect, the Living Ancestor and any unit they have

 joined pass Deny the Witch rolls on a 2+.

Of all the races of the universe the Squats have thelongest memories and the shortest tempers. They areuncouth, unpredictably violent and frequently drunk.

Overall, I’m glad they’re on our side.

 Report to the Imperial Guard High Command (Thuro)

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41Codex: Demiurg Warhost

“What...!” Bawled Thrund Redbeard as he sprang from his ornately carved throne scattering ale mugs and spillingtheir contents over the floor. The feasting Demiurg fell suddenly quiet.

“It’s true Lord Thrund, by my father’s beard.” Scowled the messenger, a squint-eyed, ruddy-faced, black-maned Demiurg by the name of Honest Magam Magrog.

“Curse those damned green skinned scum!” Yelled the Demiurg Lord. He spat upon the floor in disgust and turnedhis sullen gaze upon the silent Demiurg revellers who had only a moment before been drinking, singing and tellingstories of their heroic exploits.

“Shall we muster the Clans, Lord? Asked Dorak Ironhead, Thrund’s most esteemed general and the only Demiurgknown to have beaten him in a formal drinking contest. Suddenly, the hall was filled with the clanking sound ofweapons being drawn and readied. One Demiurg a little worse for drink yelled an incoherent oath and a couple ofwild bolt shots rang out, punching holes in the grimy ceiling.

“Naa...” Groaned Thrund, “It’s only an Ork invasion, not the end of the planet. “We’ll give them a while to tirethemselves out crossing the Blighted Waste and chasing the Chrome Miners.” 

The assembled Demiurg nodded sagely at these words and began to fondle their ale mugs impatiently. The silencewas quite unbearable and the Demiurg were beginning to feel uncomfortably thirsty.

“More beer!” Yelled Thrund, “More beer! I’m parched as a sand toad’s nadgy bits.” The massive Demiurg Lordwaved his huge fists in the air and laughed loudly. “For Grungni’s sake,” he cried, “will someone bring me morebeer!” 

 A massive drunken cheer went up as several ale casks appeared and the Demiurg got stuck into some serious drink-ing. A loud and vulgar song was struck up by Dorak Ironbeard, who was well known to have the best and loudestvoice in the entire Hold, and soon the ale was flowing freely once more. Tomorrow they would march to war and

the Orks would regret the day they landed in Thrund’s Stronghold. Thrund raised his foam-flecked lips from his gigantic tankard and looked at his brawling warriors. He smiled to himself as he muttered into his ale.

“Those Orks stand no chance, no chance at all!” 

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Codex: Demiurg Warhost42

Enforcer Kindred

Warrior Kindred

Sapper Kindred

Kroot Carnivore Kindred

Gallery

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43Codex: Demiurg Warhost

Spoer Team

Kroot Stalker Kindred

Kroot Tracker Kindred

Krootox Herd

Gallery

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Codex: Demiurg Warhost44

Hearthguard

Hearthguard Support Squad

Thunderer Kindred

Support Weapon Baery

Gallery

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45Codex: Demiurg Warhost

Warlord with Assault Drill

Thunderer

Hearthguard with Ion Blaster Lord with Power Weapon

Thunderer

Cu Sidh Bale Tank

Ironguard

Gallery

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Codex: Demiurg Warhost46

The following army list enables you to eld a Demiurg Warhost

and ght bales using the scenarios included in the Warham-

mer 40,000 rulebook.

Using the Army ListThe Demiurg army list is split into ve secons: HQ , Elites,

Troops, Fast Aack and Heavy Support. All of the squads, ve-

hicles and characters in the army are placed into one of these

secons depending upon their role on the baleeld. Each

model is also given a points cost, which varies depending on

how eecve that model is in bale.

Before you choose an army, you will need to agree with your

opponent upon the type of game you are going to play and the

maximum total number of points each of you will spend. Then

you can proceed to pick your army.

Using a Force Organisaon ChartThe army list is used in conjuncon with the force organisaon

chart from a scenario. Each chart is split into ve categories

that correspond to the secons in the army list, and each

category has one or more boxes. Each grey-toned box indicates

that you may make one choice from that secon of the army

list, while a dark-toned box indicated a compulsory selecon.

This army list is primarily designed for use with the Stand-

ard Missions from the Warhammer 40,000 rulebook. I have

included the chart used for Standard Missions below. This army

list may be used in conjuncon with other missions and sce-

narios that use the force organisaon charts, but please note

that play balance may be aected if they are used for anythingother than a Standard Mission.

DEMIURG ARMY LIST

Army List EntriesEach entry in the army list represents a dierent unit. More

informaon about the background and rules for the Demiurg

and their opons can be found in the Forces of the Demiurg

secon, while informaon and examples of miniatures you will

need to represent them can be found in the Creang a Demi-

urg Army secon.

Each unit entry in the Demiurg army list is split into several

secons:

Unit Name: At the start of each army list entry you will nd the

name of the unit alongside the points cost of the unit without

any upgrades.

Unit Prole: This secon will show the prole of any models

the unit can include.

Unit Composion: Where applicable, this secon will showthe number and type of models that make up the basic unit,

before any upgrades are taken.

Unit Type: This secon refers to the Warhammer 40,000 Unit

Type rules chapter. For example, a unit may be classed as infan-

try, vehicle or cavalry, which will subject it to a number of rules

regarding movement, shoong, assault, etc. If a Unit Type box

indicates the word ‘Unique’ you may only include one of this

unit in your army.

Wargear: This secon details the weapons and equipment

the models in the unit are armed with. The cost for all thesemodels and their equipment is included in the point cost listed

next to the unit name.

Special Rules: Any special rules that apply to the models in

the unit are listed here. These special rules are explained in

further detail in either the Forces of the Demiurg secon or

the Universal Special Rules secon of the Warhammer 40,000

rulebook.

Opons: This secon lists all of the upgrades you may add to

the unit if you wish to do so alongside the associated points

cost for each. Where an opon states that you may exchange

one weapon ‘and/or’ another, you replace either, neither orboth provided you pay the points cost.

Characters And Other FleetsYou’ll noce that the named characters in the Demiurg

Warhost army list are drawn from specic Stronghold Fleets,

but they can sll be used in the same army. This represents

the common occurrence of dierent Demiurg armies ghng

alongside one another. Alternavely you can use the model

and rules of a named character to represent a hero of another

Stronghold Fleet - for example, using the rules for Guild Lord

Donald son of Ragnal as a Guild Master of great renown from a

dierent Fleet, even one of your own design, you just need tocome up with a new name.

 Demiurg Army List

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47Codex: Demiurg Warhost

Ranged Weapons

A model may replace their ion pistol and/or Melee weapon

with one of the following.

• Ion Blaster 5 pts

• Inferno Pistol 15 pts

• Demiurg Plasma Pistol 15 pts

Melee Weapons

A model may replace their ion pistol and/or Melee weapon

with one of the following.

• Power Weapon (Axe or Maul) 15 pts

• Thunder Hammer 20 pts

• Assault Drill (Models in Exo Armour Only) 20 pts

• Runic Weapon 30 pts

Heavy Weapons

A model may replace their ion carbine with one of the follow-

ing.

Heavy Ion Blaster 10 pts• Missile Launcher (with frag & krak missiles) 10 pts

 ͳ May also take ak missiles 10 pts

• Heavy Flamer 10 pts

• Galing Ion Blaster 20 pts

• Mul-Melta 20 pts

• Demiurg Plasma Cannon 20 pts

• Ion Pulse Cannon 30 pts

Special Weapons

A model may replace their Melee weapon or ion carbine with

one of the following.

• Flamer 5 pts

• Grenade Launcher 5 pts

• Meltagun 15 pts

• Demiurg Plasma Carbine 15 pts

Special Issue Wargear

A model may take up to one of each of the following.

• Ancestor Stone (Lord only, 1 per army) 20 pts

• Bionics 5 pts

• Melta bombs 5 pts

• Breach Shield 10 pts

• Refractor Field 10 pts

• Storm Field 20 pts

• Grav-chute 5 pts

Fleet Relics

Only one of each Fleet Relic may be taken per army.

• The Grimhold League Homeworld Stone 20 pts

• The Runic Standard of Fleet Bellock 25 pts

• The Legacy of Golgotha 40 pts

• Chalan’s Mask of Bier Loathing 15 pts

Vehicle Equipment

A model can take up to one of each of the following.

• Seismic Mines (Termites Only) 20 pts

• Extra Armour 15 pts

• Smoke Launchers 10 pts

• Searchlight 5 pts

DEMIURG WARGEAR LIST

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Codex: Demiurg Warhost48

Ancestor Lord Ruairi Redmane Points: 260

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Ruairi Redmane 6 5 5 4 4 5 4 10 2+ Infantry (Character) 1 (Unique) 23

Wargear:

•Armour of The Ages

• Spear of Taranis

• Frag & Krak Grenades

Special Rules:

•Eternal Warrior

•Grudge Bearer

• Independent Character

• Psyker (Mastery Level 3)

•Ascendant Spirit

• Stubborn

•Supreme Commander

• Foresight

•Adamanum Will

•Night Vision

• SquatPsyker:

Ruairi Redmade knows all of the pow-

ers from the Spirit Powers discipline,

including the Force Dome and Domi-

naon powers.

Domnail son of Ragnal, Guild Lord of Fleet Fellmire Points:140

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Domnail 3 5 4 4 3 4 3 10 2+ Infantry (Character) 1 (Unique) 24

Wargear:

• Exo-Armour

• Refractor Field

• Twin-Linked Ion Carbine

• Thunder Hammer

• Frag & Krak Grenades

• Bionics

Special Rules:

•Arllery Commander

• Eternal Warrior

• Independent Character

•Adamanum Will

•Night Vision

• Squat

HQ 

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49Codex: Demiurg Warhost

Living Ancestor Points: 75

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Ancestor Lord 5 4 4 4 3 4 3 10 4+ Infantry (Character) 1 Living Ancestor 25

Living Ancestor 4 4 4 4 2 3 2 10 4+ Infantry (Character)

Wargear:• Carapace Armour

• Ion Pistol

• Close Combat Weapon

• Frag & Krak Grenades

Special Rules:• Eternal Warrior

•Grudge Bearer

• Independent Character

• Psyker

•Mastery Level 2 (Ancestor Lord)

•Mastery Level 1 (Living Ancestor)

• Stubborn

• Supreme Commander

• Foresight

•Adamanum Will

•Night Vision

• Squat

Opons:•May be upgraded to an Ancestor Lord for 25pts

•May replace ion pistol with an ion carbine for free

•A Living Ancestor may may take items from the Ranged Weapons, Melee

Weapons, Special Weapons, Special Issue Wargear and/or Fleet Relics lists.

•May be equipped with Bionics for 5pts

•May exchange their Carapace Armour for Exo-Armour for 20ptsPsyker:

Living Ancestors may generate powers

from the Spirit Powers discipline, or

them from the Divinaon or Telepathy 

disciplines.

Lord Points: 50WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Warlord 5 5 4 4 3 3 3 10 4+ Infantry (Character) 1 Lord 25

Lord 4 4 4 4 2 3 2 10 4+ Infantry (Character)

Wargear:

• Carapace Armour

• Ion Pistol

• Close Combat Weapon

• Frag & Krak Grenades

Opons:

•May be upgraded to a Warlord for 25pts

•May replace ion pistol with an ion carbine for free

•A Lord may may take items from the Ranged Weapons, Melee Weapons, Special Weapons, Special Issue Wargear and/

or Fleet Relics lists.

•A Warlord may exchange their Carapace Armour for Exo-Armour for 20ptsSpecial Rules:

• Independent Character

• Stubborn

•Adamanum Will•Night Vision

• Squat

HQ 

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Guild Engineer Points: 50

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Guild Master 3 5 4 4 3 3 2 10 4+ Infantry (Character) 1 Guild Engineer 26

Guild Engineer 3 5 4 4 2 3 2 9 4+ Infantry (Character)

Wargear:• Carapace Armour

• Ion Carbine

• Close Combat Weapon

• Frag & Krak Grenades

Opons:•May be upgraded to a Guild Master for 15pts

•A Guild Engineer may may take items from the Ranged Weapons, Melee Weapons, Special Weapons, and/or Special

Issue Wargear lists.

•A Guild Master may replace their Carapace Armour with Exo-Armour for 20pts

•May be given the Siege Specialist special rule for 15pts

•May be equipped with any of the following:

 ͳ Guild Trike for 20pts

 ͳ Fabricator Harness for 10pts

 ͳ Targeng Module for 15pts

Special Rules:

• Independent Character

•Adamanum Will

•Night Vision

• Squat

•Arlleryman

Hearthguard Points: 80

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Hearthguard 4 4 4 4 1 3 2 10 4+ Infantry (Character) 5 Hearthguard 27

Wargear:

• Carapace Armour

• Ion Blaster

• Close Combat Weapon

• Frag & Krak Grenades

Opons:

•May add up to 5 extra Hearthguard for 16pts each

•Any may take items from the Ranged Weapons, Melee Weapons and/or Special Issue Wargear lists.

•Up to 5 models may take items from the Special Weapons list.

• The enre unit may exchange their carapace armour for exo-armour for 10pts per model:

•One model may be given the Clan Standard (Max one per army) for 15pts

Transport:

May take a Spartan, Termite or Pegasus

Special Rules:

• Stubborn

• Royal Dues

•Adamanum Will

•Night Vision

•Squat

Ironguard Points: 150

You may eld up to one Ironguard unit per Warlord

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Loremaster 5 4 4 4 1 4 3 10 2+ Infantry (Character) 1 Loremaster 27

Ironguard 4 4 4 4 1 4 2 10 2+ Infantry 4 Ironguard

Wargear:

• Exo-Armour (bonuses included in

prole)

• Ion Blaster

• Power Weapon (Axe or Maul)• Refractor Field

• Frag & Krak Grenades

Special Rules:

• Stubborn

•Adamanum Will

•Night Vision

• Squat

Opons:

• The whole unit may replace their Ion Blasters and Power Weapons with

Repulsor Shields and Sennel Spears for 20pts per model

•Up to 2 models may replace their Ion Blaster with a Demiurg Plasma Carbine

or Meltagun for 10pts each.•Any may replace their Power Weapon with one of the following:

 ͳ Thunder Hammer for 10pts

 ͳ Assault Drill for 15pts

•One may be given the Clan Standard (one per army) for 15pts

ELITES

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51Codex: Demiurg Warhost

Crusader Reconnaissance Group Points: 150

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Crusader 3 3 5 5 2 4 2 6 3+ Infantry 3 Crusaders 28

Wargear:

•Heavy Ion Blaster

•Assault Drill

Opons:

•May add up to 2 extra Crusaders for 50pts each

• The whole unit may be equipped with a Refractor Fields for 10pts per model

•Any may replace their Heavy Ion Blaster with one of the following:

 ͳ Missile Launcher or Heavy Flamer for freeSpecial Rules:

• Fearless

• Relentless

• Scout

• Spoer

Cataphract Bale Robot Points: 110

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Cataphract 3 3 5 6 3 4 2 6 2+ Monstrous Creature 1 Cataphract 28

Wargear:

•Assault Drill

•Heavy Ion Blaster

Opons:

•May be equipped with a Refractor Field for 20pts

•May replace the Assault Drill with one of the following:

 ͳ Missile Launcher or Heavy Flamer for free

 ͳ Galing Ion Blaster, Mul-Melta or Demiurg Plasma cannon for 10pts

 ͳ Ion Cannon or Ion Pulse Cannon for 20pts

•May replace the Heavy Ion Blaster with one of the following:

 ͳ Missile Launcher or Heavy Flamer for free

 ͳ Galing Ion Blaster, Mul Melta or Demiurg Plasma cannon for 10pts

 ͳ Ion Cannon or Ion Pulse Cannon for 20pts

Special Rules:

Fearless

Castellan Siege Robot Points: 130

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Castellan 3 3 5 6 3 4 2 6 2+ Monstrous Creature 1 Castellan 28

Wargear:

Castellan only:

• 2 Assault Drills

• 2 Flamers (1 built into each As-

sault Drill arm)

Opons:

•May be equipped with a Refractor Field for 20pts

•May replace either of the Assault Drills with Thunder Hammers for free

•May replace the built-in Flamers with one of the following:

 ͳ Heavy Flamers or Meltaguns for 10pts

 ͳ Mul-Meltas for 30ptsSpecial Rules:

Fearless

Sapper Kindred Points: 80

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Elder 3 4 4 4 1 3 2 9 4+ Infantry (Character) 1 Elder 28

Clansman 3 4 4 4 1 3 1 8 4+ Infantry 4 Clansmen

Wargear:

• Carapace Armour

• Ion Carbines

• Close Combat Weapons

• Frag & Krak Grenades

Opons:

•May add up to 5 extra Clansmen for 16pts each

•Any may be replace their Close Combat Weapon with a Breach Shield for 3pts per model

• The whole unit may be equipped with Melta-Bombs for 5pts per model

• For every 5 models in the unit, up to 2 Clansmen may take items from the Special Weapons list.

• For every 5 models in the unit, one Clansman may replace their Ion Carbine with one of the following:

 ͳ Heavy Flamer for 10pts

 ͳ Mul-melta for 20pts

•An Elder may may take items from the Ranged Weapons, Melee Weapons and/or Special Issue Wargear lists.

Transport:

May take a Spartan or Termite

Special Rules:

•Undermining

•Adamanum Will

•Night Vision

• Squat

 Demiurg Army List

ELITES

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Warrior Kindred Points: 55

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Elder 3 4 4 4 1 3 2 9 4+ Infantry (Character) 1 Elder 29

Clansman 3 4 4 4 1 3 1 8 4+ Infantry 4 Clansmen

Wargear:• Carapace Armour

• Ion Carbines

• Close Combat Weapons

• Frag & Krak Grenades

Opons:•May add up to 5 extra Clansmen for 10pts each

•Any may be replace their Close Combat Weapon with a Breach Shield for 3pts per model

• For every 5 models in the unit one Clansman may replace their Ion Carbine with one of the following:

 ͳ Flamer or Grenade Launcher for 5pts

 ͳ Demiurg Plasma Carbine for 10pts

 ͳ Meltagun for 15pts

•An Elder may may take items from the Ranged Weapons, Melee Weapons and/or Special Issue Wargear lists.

Transport:

May take a Spartan or Termite

Special Rules:

•Mercenaries

•Adamanum Will

•Night Vision

• Squat

Oathbreaker Kindred Points: 50

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Oathbreaker 4 3 4 4 1 4 1 8 4+ Infantry 5 Oathbreakers 29

Wargear:

• Carapace Armour

• Pair of Close Combat Weapons

• Frag & Krak Grenades

Opons:

•May add up to 5 extra Oathbreakers for 10pts each

•Any may replace either of their Close Combat Weapons with an ion pistol for 2pts.

•Any may replace either of their Close Combat Weapons with a breach shield for 3pts.

•Any may may take items from the Melee Weapons list.

Transport:

May take a Spartan or Termite

Special Rules:

•Adamanum Will

•Night Vision

• Squat

Enforcer Kindred Points: 55

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Elder 3 4 4 4 1 3 2 9 4+ Infantry (Character) 1 Elder 29

Clansman 3 4 4 4 1 3 1 8 4+ Infantry 4 Clansmen

Wargear:

• Carapace Armour

• Pair of Ion Pistols

• Frag & Krak Grenades

Opons:

•May add up to 5 extra Clansmen for 10pts each

• The enre unit may be equipped with Grav-chutes for 5pts per model

•Any may replace one of their Ion Pistols with a Breach Shield for free

• In addion to the opons above, the Elder may replace both Ion Pistols with a pair of Inferno Pistols or Demiurg Plasma

Pistols for 15pts

• The Elder may take items from the Special Issue Wargear list

Transport:

May take a Pegasus

Special Rules:

•Gun Fighter

• Inltrate

•Adamanum Will

•Night Vision

• Squat

TROOPS

 Demiurg Army List

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53Codex: Demiurg Warhost

Guild Bike Secon Points: 60

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Engineer 3 4 4 5 1 3 1 9 4+ Bike (Character) 1 Engineer 30

Guildsman 3 4 4 5 1 3 1 8 4+ Bike 2 Guildsmen

Wargear:• Carapace Armour

• Ion Carbine

• Close Combat Weapons

• Frag & Krak Grenades

•Guild Bike

Opons:•May add up to 2 extra Guildsmen for 20pts each

• The Engineer may take items from the Ranked Wepaons, Special Wepaons and/or Special Issue Wargear lists.

•Up to two Guildsmen may replace their Guild Bike with a Guild Trike

•Guildsmen equipped with Guild Trikes must select one weapons from the Heavy Weapons list.

Special Rules:

• Scout

•Adamanum Will

•Night Vision

• Squat

Iron Hawk Close Support Gyrocopter Points: 70

BS Front Sides Rear Hull Points Unit Type Unit Composion Page

Iron Hawk 4 10 10 10 2 Vehicle (Skimmer, Fast) 1 Iron Hawk 30

Wargear:

•Galing Ion Blaster

Opons:

•May add up to 2 extra Iron Hawks for 80pts each

•May add the Spoer rule for 10pts per modelSpecial Rules:

• Scout

FAST ATTACK

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Codex: Demiurg Warhost54

Thunderer Kindred Points: 55

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Elder 3 4 4 4 1 3 2 9 4+ Infantry (Character) 1 Elder 31

Clansman 3 4 4 4 1 3 1 8 4+ Infantry 4 Clansmen

Wargear:• Carapace Armour

• Ion Carbines

• Close Combat Weapons

• Frag & Krak Grenades

Opons:•May add up to 5 extra Clansmen for 10pts each

•Any may be replace their Close Combat Weapon with a Breach Shield for 3pts per model

•Up to 4 Clansmen may each take one weapon from the Special Weapons and/or Heavy Weapons lists.

•An Elder may may take items from the Ranged Weapons, Melee Weapons and/or Special Issue Wargear lists.

Special Rules:

•Adamanum Will

•Night Vision

• Squat

Support Weapon Baery Points: 80

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Clansman 3 4 4 4 1 3 1 8 4+ Arllery 3 Clansmen 31

Gun - - - 7 2 - - - 3+ Arllery 1 Gun

Wargear:

• Carapace Armour

• Ion Pistols

Opons:

•May add up to 2 extra Guns, with Crew, for 80pts each

•All Guns in a baery must be of the same type, chosen from the following:

 ͳ Thudd Gun, Mole Mortar or Thunderre AA Gun for free

 ͳ Atomic Destroyer for 20pts per Gun

•May take any of the following:

 ͳ Gun Emplacement for 10pts per Gun

 ͳ Blast Shields for 20pts per Gun

 ͳ Up to 3 extra Clansmen per Gun for 10pts each

Special Rules:

•Adamanum Will

•Night Vision

• Squat

Spoer Team Points: 46

You may include one Spoer Team per Support Weapon Baery. They do not take up any slots on the Force Organisaon Chart but are otherwise treated as aseparate Hevay Support unit.

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Elder 3 4 4 4 1 3 2 9 4+ Infantry (Character) 1 Elder 31

Clansman 3 4 4 4 1 3 1 8 4+ Infantry 2 Clansmen

Wargear:

• Carapace Armour

• Ion Carbines

• Close Combat Weapons

• Frag & Krak Grenades

Opons:

•Any may exchange their Ion Carbine for a Sniper Rie for 10pts

Special Rules:

• Spoer

•Adamanum Will

•Night Vision

• Squat

Tarantula Sentry Group Points: 25

BS Front Side Rear Hull Points Unit Type Unit Composion Page

Tarantula 3 10 10 10 2 Vehicle (Immobile) 1 Tarantula 32

Wargear:

• 2 Heavy Ion Blasters

•Grav Chute

Opons:

•May add up to 2 extra Tarantulas for 25pts each

•May replace the Heavy Ion Blasters with Ion Pulse Cannons for 20pts

Special Rules:

•Automated Fire System

HEAVY SUPPORT

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55Codex: Demiurg Warhost

Cait Sidh Tank Destroyer Points: 80

BS Front Sides Rear Hull Points Unit Type Unit Composion Page

Cait Sidh 4 13 12 10 3 Vehicle (Tank) 1 Cait Sidh 32

Wargear:

•Hull-mounted Atomic Destroyer

Opons:

•May have one of the following as a Secondary Armament (turret): ͳ Heavy Ion Blaster for 15pts

 ͳ Missile Launcher for 20pts

•May take items from the Vehicle Equipment list.

Special Rules:

• Automated Fire System (Secondary

Armament)

Cu Sidh Bale Tank Points: 140

BS Front Sides Rear Hull Points Unit Type Unit Composion Page

Cu Sidh 4 14 14 14 4 Vehicle 1 Cu Sidh 32

Wargear:

• Twin-linked Ion Cannon

Opons:

•May replace the Twin-linked Ion Cannon with one of the following:

 ͳ Twin-linked Ion Pulse Cannon for 20pts

 ͳ Twin-linked Atomic Destroyer for 40pts

•May have one of the following as a Secondary Armament (sponsons):

 ͳ 4 Heavy Ion Blasters for 30pts

 ͳ 2 Missile Launchers for 20pts

 ͳ 2 Ion Pulse Cannons for 40pts

•May take items from the Vehicle Equipment list.

Special Rules:

•Automated Fire System (Secondary

Armament)

Iron Eagle Gunship Points: 100

BS Front Sides Rear Hull Points Unit Type Unit Composion Page

Iron Eagle 4 12 12 12 3 Vehicle (Skimmer) 1 Iron Eagle 32

Wargear:

• Balecannon

Opons:

•May replace the Balecannon with an Ion Cannon for free•May be equipped with a Twin-linked Ion Pulse Cannon for 15pts

•May be equipped with one of the following:

 ͳ Twin-linked Ion Pulse Cannon for 20pts

 ͳ Twin-linked Ion Cannon or two Melta-rockets for 30pts

 ͳ Firestorm Missile System for 35pts

Special Rules:

• Transport Capacity - 1 (Tarrantula)

Conqueror Bale Robot Points: 180

WS BS S T W I A Ld Sv Unit Type Unit Composion Page

Conqueror 3 4 6 8 4 4 2 6 2+ Monstrous Creature 1 Conqueror 28

Wargear:

• Twin-linked Missile Launcher

Opons:

•May be equipped with a Refractor Field for 20pts

•Must take two weapons from the Heavy Weapons list; both weapons must be the same.Special Rules:

• Fearless

HEAVY SUPPORT

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Codex: Demiurg Warhost56

Spartan Points: 50

BS Front Sides Rear Hull Points Unit Type Unit Composion Page

Spartan 4 12 12 10 3 Vehicle (Tank, Transport) 1 Spartan 33

Wargear:

•Heavy Ion Blaster

Opons:

•May replace the Heavy Ion Blaster with one of the following: ͳ Missile Launcher for 10pts

•May take items from the Vehicle Equipment list.Special Rules:

• Transport Capacity - 12

• Fire Ports - 2 (Top Hatch)

•Access Points - 3 (sides, rear)

Termite Points: 80

BS Front Sides Rear Hull Points Unit Type Unit Composion Page

Termite 4 12 11 10 3 Vehicle (Tank, Transport) 1 Termite 33

Wargear:

• Smoke Launchers

Opons:

•May take items from the Vehicle Equipment list.

Special Rules:

• Tunneller

• Transport Capacity - 12

• Fire Ports - None

•Access Points - 1 (All Round)

Pegasus Rapid Inseron Cra Points: 100

BS Front Sides Rear Hull Points Unit Type Unit Composion Page

Pegasus 4 12 12 10 3 Vehicle (Skimmer, Transport) 1 Pegasus 30

Wargear:

• Twin-linked Ion Cannon

Opons:

•May replace the Twin-linked Ion Cannon with one of the following:

 

ͳ Twin-linked Ion Pulse Cannon for free ͳ Firestorm Missile System for 15pts

Special Rules:• Transport Capacity - 12

• Fire Ports - None

•Access Points - 2 (sides)

TRANSPORT VEHICLES

 Demiurg Army List

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57Codex: Demiurg WarhostDemiurg Summary

Demiurg ProlesWS BS S T W I A Ld Sv

Ruairi Redmane 6 5 5 4 4 5 4 10 2+

Domnail 3 5 4 4 3 4 3 10 3+

Ancestor Lord 5 4 4 4 3 4 3 10 4+

Living Ancestor 4 4 4 4 2 3 2 10 4+

Warlord 5 5 4 4 3 3 3 10 4+

Guild Master 4 5 4 4 3 3 2 10 4+

Guild Engineer 3 5 4 4 2 3 2 9 4+

Lord 4 4 4 4 2 3 2 10 4+

Loremaster 5 4 4 4 1 4 3 10 2+

Ironguard 4 4 4 4 1 4 2 10 2+

Hearthguard 4 4 4 4 1 3 2 10 4+

Crusader 3 3 5 5 2 4 2 6 3+

Cataphract 3 3 5 6 3 4 2 6 2+

Castellan 3 3 5 6 3 4 2 6 2+

Conqueror 3 4 6 8 4 4 2 6 2+

Clansman 3 4 4 4 1 3 1 8 4+

Elder 3 4 4 4 1 3 2 9 4+

Oathbreaker 4 3 4 4 1 4 1 8 4+

Brigid 5 5 4 4 2 4 2 10 6+

Engineer 3 4 4 5 1 3 1 9 4+

Guildsman 3 4 4 5 1 3 1 8 4+

Demiurg Vehicle ProlesBS Front Sides Rear Hull Points

Cait Sidh 4 13 12 10 3

Cu Sidh 4 14 14 14 4

Iron Eagle 4 12 12 12 3

Iron Hawk 4 10 10 10 2

Pegasus 4 12 12 10 3

Spartan 4 12 12 10 3

Tarantula 3 10 10 10 2

Termite 4 11 11 10 3

Demiurg Ranged Weapons ProlesWeapon Range Strength AP Type

Atomic Destroyer 72” 9 2 Heavy 1, Ordinance

Inferno Pistol 6” 8 1 Pistol, Melta

Demiurg Missile Launcher

- Frag Missile 48” 4 5 Heavy 1, Blast

- Krak Missile 48” 8 3 Heavy 1

- Flak Missile 48” 7 4 Heavy 1, Skyre

Demiurg Plasma Cannon 36” 6 2 Heavy 1, Blast

Demiurg Plasma Carbine 18” 6 2 Rapid Fire

Demiurg Plasma Pistol 12” 6 2 Pistol

Firestorm Missile System 48” 5 4 Heavy 4, Blast, Barrage,

Ignores Cover, One Shot

Flamer Template 4 5 Assault 1

Galing Ion Blaster 24” 6 4 Heavy 4, Rending

Grenade Launcher (Frag) 24” 3 6 Assault 1, Blast

Grenade Launcher (Krak) 24” 6 4 Assault 1

Heavy Flamer Template 5 4 Assault 1

Heavy Ion Blaster 24” 5 4 Heavy 1, Rending

Ion Blaster 24” 4 5 Assault 1, Rending

Ion Cannon 60” 7 3 Heavy 3

Ion Carbine 24” 4 5 Rapid Fire

Ion Pistol 12” 4 5 Pistol

Ion Pulse Cannon 48” 8 2 Heavy 2

Meltagun 12” 8 1 Assault 1, Melta

Mole Mortar 12-60” 5 5 Heavy 1, Large Blast, Bar-

rage, Seismic Shockwave

Mul-melta 24” 8 1 Heavy 1, Melta

Seismic Mine Special 3 - Ordinance 1, Barrage,

Large Blast, Seismic

Shockwave

Sniper Rie 36” X 6 Heavy 1, Sniper

Thudd Gun 12-60” 5 5 Heavy 4, Blast, Barrage,

Pinning, Shell Shock, Slow

to Reload

Thunderre AA Gun 60” 6 4 Heavy 4, Skyre

Demiurg Melee Weapons ProlesWeapon Strength AP Type

Assault Drill x2 2 Melee, Armourbane, Specialist Wepaon,

Unwieldy

Power Axe +1 2 Melee, Unwieldy

Power Maul +2 4 Melee, Concussive

Runic Wepaon +2 3 Melee, Specialist Wepaon, +1 WS

Sennel Spear +2 3 Melee, Runic Weapon, Specialist Wepaon

Thunder Hammer x2 2 Melee, Concussive, Specilist Weapon,

Unwieldy

DEMIURG SUMMARY

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Codex: Demiurg Warhost58

Atomic Annihilator

Range Strength AP Type

120” D 2 Heavy 1

Bombard Heavy Siege Mortar

Range Strength AP Type

36”-240” 8 3 Ordinance 1, Barrage,

7” Blast

Doomsday Cannon

The doomsday cannon is amongst the most powerful weap-

ons in the Demiurg arsenal, designed to law waste to enre

city sectors. Such is the power of this weapon that the force

of its impact punches straight through the most formidable ofdefences.

Range Strength AP Type

24”-200” Special Special Ordnance 1, 10” Blast,

Macro Weapon

Heavy Ion Pulse Cannon

Range Strength AP Type

120” 8 3 Heavy 1, Large Blast,Special*

Galing Ion Cannon

Range Strength AP Type

60” 7 3 Heavy 10

Goliath Mega Cannon

Range Strength AP Type

48” to

Unlimited

D 2 Ordnance 1, Barrage,

Apocalypse Barrage (8)

Inferno Gun

To re the Inferno Gun place the Hellstorm template so that the

narrow end is within 18” of the weapon and the large end is no

closest to the weapon than the narrow end. The Inferno Gun is

then treated like any other template weapon.

Range Strength AP Type

Hellstorm 7 3 Heavy 1

Macro Weapons

The Demiurg are known to bring the most devastang weap-

ons to bear on the baleeld. More commonly mounted on

starships, macro weapons are unbelievably powerful. Such is

the greatness of a macro weapon’s power that even the most

powerful defences oer no protecon against them.

 Any models hit by a weapon that has Macro Weapon in their

Type are automacally removed from play, losing all of their

remaining wounds, gargantuan creatures lose D6 wounds, with

no saves of any kind allowed.

Vehicles hit by a macro weapon are destroyed and removed

 from play. Super heavy vehicles suer D3 Structure Points of

damage. Any vehicles equipped with void shields will lose any

remaining void shields before damage is resolved.

Melta Bombs

Range Strength AP Type

48” 8 1 Heavy 1, Large Blast,

Melta

Plasma Missile

Range Strength AP Type

Unlimited 6 2 Heavy 1, Barrage,Apocalypse Barrage

(6), One Shot

Skyhammer An-aircra Gun

The Demiurg Skyhammer is one of the most powerful land-

based air defence weapons in existence.

Range Strength AP Type

120” 9 3 Heavy 3

Thunderer CannonThunderer cannons re enormous incendiary rounds

Range Strength AP Type

60” 10 2 Ordnance 1, 10” Blast,

Ignores Cover

APOCALYPSE WARGEAR

This secon of Codex: Demiurg Warhost lists the weapons and equipment used by the Demiurg Warhosts, along with the rules for

using them in your games of Warhammer 40,000: Apocalypse.

Apocalypse Wargear

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59Codex: Demiurg Warhost

Armoured Underside

The underside of large Demiurg aircra and orbital landers are

heavily armoured to protect against the stresses of atmospher-

ic entry and against enemy an-aircra re.

Models with an Armoured Underside will have a second set

of Armour Values, shown in brackets, that are used againstground based weapons re while airborne, and against close

combat aacks when landed.

Cargo Pod

The Carryall may be equipped with an armoured cargo pod.

This pod can be used to transport all kinds of materiel and

personnel.

The cargo pod has a transport capacity of one small vehicle

or 40 troops. The cargo pod may be deployed when the Car-

ryall lands and is treated as a seperate model from that pointon and counts an immobile tank with Armour Value 14 on all

sides. Any model transported may disembark as soon as the

cargo pod is deployed, although they may choose not to do so.

Models may also choose to embark upon the cargo pod 

Landing Pad

 Any friendly skimmers, or yers with the Hover Mode special

rule, may land on a landing pad. If they do so then the skimmer

may not be targeted by enemy aacks, and any aacks that hit

the skimmer, due to scaering blast weapons for example, will

be resolved against the vehicle equipped with the landing pad.

While on a landing pad a landing pad a skimmer may not re

any weapons or use any special rules they may have, nor may

they move other than to leave the landing pad, aer which the

skimmer may act as normal.

In addion, when a skimmer lands on a landing pad it may

be rearmed. This means that any weapons with the One-shot

special rule, such as Hellstrike Missiles, will be replenished and

may be used again.

Reconnaissance Gyrocopter

The Gyrocopter that always accompanies a Colossus into bale

is chosen from the Iarann Iolair Gyrocopter listed in Codex: De-

miurg Warhost, paying the points for it as normal. In addion

to the unit’s normal rules the Reconnaissance Gyrocopter also

has the Spoer special rule.

APOCALYPSE WARGEAR

Apocalypse Wargear

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Codex: Demiurg Warhost60

Colossus Points: 3000

Special Rules:

Structure Points - 6

Void Shields - 6

Access Points - 1 (rear), 2 (sides)

Landing Pad

BS Front Sides Back

Colossus 4 14 14 14

Composion:1 Colossus

1 Iron Hawk

Wargear:Doomsday Cannon

Thunderer Cannon

2 Thunderre AA Guns

4 Plasma Missiles

8 Balecannons

16 Heavy Ion Blasters

Landing Pad

Reconnaissance Gyrocopter

Unit Type:

Super Heavy Tank

Leviathan Points: 2000

Special Rules:

Structure Points - 6

Void Shields - 3

Transport Capacity - 150Fire Points - 40

Access Points - 1 (rear), 6 (sides)

Command Vehicle

BS Front Sides Back

Leviathan 4 14 14 14

Composion:

1 Leviathan

Wargear:

Doomsday Cannon

Balecannon

2 Thunderre AA Guns

6 Lascannons

12 Twin-linked Heavy Ion Blasters

Unit Type:

Super Heavy Tank

Hellbore Points: 1000

Special Rules:

Tunneller

Structure Points - 3

Void Shields - 3Transport Capacity - 100

Fire Ports - None

Access Points - 1 (rear), 6 (Sides)

BS Front Sides Back

Hellbore 4 14 13 13

Composion:

1 Hellbore

Wargear:

Unit Type:

Super Heavy Tank

Overlord Armoured Airship Points: 500

Special Rules:

Structure Points - 3

Void Shields - 2

Armoured Underside

BS Front Sides Back

Overlord 4 12(14) 12(14) 12(14)

Composion:

1 Overlord

Wargear:

6 Balecannons (AA Mount)

4 Ion Cannons

8 Melta Bombs

6 Twin-linked Heavy Ion Blasters

Unit Type:

Super Heavy Flyer

APOCALYPSE UNITS

Apocalypse Units

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61Codex: Demiurg Warhost

Land Train Points: 1000

Opons:

• May add extra Bale Carriages for ***pts each

• Each Bale Car must select one of the following types

 ͳ Transport - Adds Transport Capacity 50, Fire Ports 20 and Access Points 4

 ͳ Bombard - Adds 1 Thunderer Cannon to the Bale Carriage’s wargear

 ͳ Skyhammer AA - adds 1 Skyhammer AA Gun to the Bale Carriage’s

wargear

 ͳ Support - adds Support Weapon Baery to the Bale Carriage’s wargear

 ͳ Inferno - adds 1 Inferno Cannon to the Bale Carriage’s wargear

BS Front Sides Back

Engine 4 14 14 14

Bale Carriage 4 14 14 14

Composion:

1 Engine

1 Bale Carriage

Wargear:

Engine:

Doomsday Cannon

4 Balecannons

8 Twin-linked Heavy Ion Blasters

Bale Carriage:

2 Twin-linked Heavy Ion Blasters

Unit Type:

Super Heavy Tank

Special Rules:

Engine:

Structure Points - 3

Void Shields - 2

Combined Defences

Bale Carriage:

Structure Points - 2

Void Shields - 1

Carryall Points: 500

Opons:

BS Front Sides Rear

Carryall 4 12(14) 12(14) 12(14)

Composion:

1 Carryall

Wargear:

Galing Ion Cannon

2 Heavy Ion Pulse Cannons

6 Melta-rocketsUnit Type:Super heavy Flyer

Special Rules:

Stricture Points - 3

Armoured Underside

Hover

APOCALYPSE UNITS

Apocalypse Units

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Demiurg Vehicle ProlesBS Front Sides Rear Structure

Points

Void

Shields

Colossus 4 14 14 14 6 6

Leviathan 4 14 14 14 6 3

Hellbore 4 14 13 13 3 3

Land Train Engine 4 14 14 14 3 2

Bale Carriages 4 14 14 14 2 1

Overlord 4 12(14) 12(14) 12(14) 3 2

Carryall 4 12(14) 12(14) 12(14) 3

Demiurg Weapons ProlesWeapon Range Strength AP Type

Bombard Heavy Siege Mortar 36”-240” 8 3 Ordinance 1, Barrage,

7” Blast

Doomsday Cannon 24”-200” Special Spe-

cial

Ordnance 1, 10” Blast,

Macro Weapon

Heavy Ion Pulse Cannon 120” 8 3 Heavy 1 Blast, Rending

Galing Ion Cannon 60” 7 3 Heavy 10

Goliath Mega Cannon 48” to

Unlimited

D 2 Ordnance 1, Barrage,

Apocalypse Barrage (8)

Inferno Gun Hellstorm 7 3 Heavy 1

Melta Bombs 48” 8 1 Heavy 1, Large Blast, Melta

Plasma Missile Unlimited 6 2 Heavy 1, Barrage,

Apocalypse Barrage (6),

One Shot

Skyhammer AA Gun 120” 9 3 Heavy 3

Thunderer Cannon 60” 10 2 Ordnance 1, 10” Blast,

Ignores Cover

APOCALYPSE SUMMARY